Search found 26 matches

by Noah_
Thu Feb 27, 2020 3:41 pm
Forum: User Support
Topic: Infinite reflection mirror (physically accurate)
Replies: 6
Views: 3197

Re: Infinite reflection mirror (physically accurate)

It depends on the reflectivity of the mirror, just do some tests with higher/lower path depths. the mirror seems not to meet the mirror criteria or I am doing something wrong https://physics.stackexchange.com/questions/305329/are-infinite-reflections-between-two-mirrors-really-infinite Mirror https...
by Noah_
Thu Feb 27, 2020 6:01 am
Forum: User Support
Topic: Infinite reflection mirror (physically accurate)
Replies: 6
Views: 3197

Infinite reflection mirror (physically accurate)

Little else, what the title says What would be the number of rebounds for this in general? https://i.ibb.co/cFJ1mWm/KhQu6.jpg https://i.ibb.co/DCCgMdb/main-qimg-7d84fd6cea1b89c60b4c6455f651381f.png https://i.ibb.co/McKCmch/main-qimg-5847da3d896284792785c1af57903675.jpg https://i.ibb.co/9VVFRRr/TwpBO...
by Noah_
Sat Feb 15, 2020 4:47 pm
Forum: User Support
Topic: Clamping compromising scene
Replies: 1
Views: 1122

Clamping compromising scene

Is this normal at the cost of having less noise?

no clamp

Image

clamp (Set Suggested Value: 7.85)

Image
by Noah_
Sat Feb 15, 2020 2:14 pm
Forum: User Support
Topic: LuxCore and Animation
Replies: 5
Views: 3206

Re: LuxCore and Animation

Dade wrote: Sat Feb 15, 2020 12:31 pm Clamping value is very dependent on the light sources types. You have mostly 2 cases: indoor Vs. outdoor (area/point/etc. lights Vs. Sun/Sky/HDR/etc.).
And with set suggested value is it unfeasible for animation?
by Noah_
Sat Feb 15, 2020 10:09 am
Forum: User Support
Topic: LuxCore and Animation
Replies: 5
Views: 3206

Re: LuxCore and Animation

Sharlybg wrote: Mon Feb 03, 2020 8:09 am Try to reduce your clamping value to something like 5. avoid 100 % white or black shader (80% max).
Does it work in all render cases?
by Noah_
Sat Feb 15, 2020 10:06 am
Forum: Works in Progress
Topic: Spheres scene challenge
Replies: 40
Views: 28695

Re: Spheres scene challenge

Barely 5000 samples :? It just dawned on me that the problem with the incoming light could be easily solved by putting a glass pane in front of the emitting plane, outside of the screen. Then it will be a caustic beam like the rest and rendered quickly with light tracing :idea: It is true! Very goo...
by Noah_
Tue Feb 11, 2020 1:18 am
Forum: Works in Progress
Topic: Spheres scene challenge
Replies: 40
Views: 28695

Re: Spheres scene challenge

Barely 5000 samples :?

Image
by Noah_
Sun Feb 09, 2020 5:33 pm
Forum: Works in Progress
Topic: Spheres scene challenge
Replies: 40
Views: 28695

Re: Spheres scene challenge

I didn't save that one, but was able to recreate it for v2.3beta on Blender 2.81a. The "incoming beam" directly from the IES light is not rendered by light tracing (because no caustic before going through the first sphere) and therefore extremely slow to converge. I did never finish this ...
by Noah_
Sat Feb 08, 2020 7:22 pm
Forum: Works in Progress
Topic: Hey that's pretty good (Caustic)
Replies: 3
Views: 4049

Re: Hey that's pretty good (Caustic)

Looks good!!! Took u how long render? Test report: This test was done with an Intel I5 and a GTX 1050 Ti with 32 GB of RAM. First example: Path OpenCL with Sobol and clamping of 10.9. Only Path Tracing without any option activated. Time: 28 minutes 2000 Samples + Node denoise. https://i.ibb.co/3WVh...