Search found 760 matches
- Mon Sep 09, 2019 9:27 am
- Forum: Works in Progress
- Topic: playing with caustics
- Replies: 104
- Views: 128661
caustics from indirect light
While waiting for the SDS solution to mature I started experimenting with caustics from indirect light. The first attempt made from two old scenes seemed to me as if the caustics were too weak. room3b.jpg Then I realized that when rendering with indirect PGI indirect caustic paths don't connect to l...
- Sun Sep 08, 2019 6:03 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 520349
Re: BlendLuxCore Development
Thanks!
- Sun Sep 08, 2019 9:59 am
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 520349
Re: BlendLuxCore Development
In the recent 2.3beta4 release of the Blender add-on the settings for persistent cache ("compute and save") of DLSC and ELVC are not exposed. That means camera animations with these caches activated will recalculate them for each frame, probably causing flicker and unnecessary delay. (Test...
- Tue Sep 03, 2019 11:51 am
- Forum: Development
- Topic: Path Space Regularization (aka the solution to SDS paths)
- Replies: 194
- Views: 76640
Re: Path Space Regularization (aka the solution to SDS paths)
In the paper they mention it runs on GPU, Iooks like it will also be a fast solution :shock: It will run on CPU in our case because the light tracing is done there in our Hybrid Back/Forward path tracing but it isn't a big deal because the CPU will really handle only caustics and SDS paths and noth...
- Mon Sep 02, 2019 12:08 pm
- Forum: User Support
- Topic: PhotonGI cache + Oidn params
- Replies: 14
- Views: 7638
Re: PhotonGI cache + Oidn params
That is my result: fixed materials, from mixed to glossy. 1cm Lookup Test03.jpg Looking good! I found that in the file most materials were not included in the cache, even when setting PGI glossiness threshold to 0.05. Only when I changed wall material to matte and floor to glossy they worked :? My ...
- Sun Sep 01, 2019 6:00 pm
- Forum: User Support
- Topic: PhotonGI cache + Oidn params
- Replies: 14
- Views: 7638
Re: PhotonGI cache + Oidn params
Hi Riccardo! In the PGI cache settings the brute force radius scale is way too low (4mm x 8 = 3.2 cm, better 1cm x 100 = 1m). When you make the lookup radius smaller you always need to increase the radius scale in order to compensate. Also 4mm lookup radius is very small, I would try if 10mm works (...
- Thu Aug 29, 2019 4:22 pm
- Forum: Development
- Topic: Path Space Regularization (aka the solution to SDS paths)
- Replies: 194
- Views: 76640
Re: Path Space Regularization (aka the solution to SDS paths)
I have written a "proof of concept" based on "Path Space Regularization for Holistic and Robust Light Transport" (https://cg.ivd.kit.edu/english/PSR.php). This should represent a solution to the problem of rendering SDS paths with Hybrid Back/Forward path tracing. Thanks for the...
- Thu Aug 29, 2019 6:10 am
- Forum: Computer Graphic News
- Topic: CGI tech news box
- Replies: 242
- Views: 227522
Re: CGI tech news box
We badly need a solution for SDS-paths in LuxCore as well as faster unbiased rendering for technical renders (laser, volumes etc). I don't know how fast BiDirVM will be once it works but if path guiding can help with that it will be very welcome for sure. Also I think there is much more potential in...
- Sat Aug 17, 2019 12:58 pm
- Forum: User Support
- Topic: dark juice
- Replies: 131
- Views: 53911
Re: dark juice
I just realized that path depth is the most important part with this juice case . When I tried your scene with path sobol (path depth 30 all types) it was very confusing to see it were the diffuse bounces doing the trick. Apparently multiscattering in a volume is constrained by diffuse path depth! ...
- Tue Aug 06, 2019 9:12 pm
- Forum: User Support
- Topic: Light tracing and pool
- Replies: 43
- Views: 19418