Search found 1018 matches

by FarbigeWelt
Sat Sep 01, 2018 2:30 pm
Forum: Works in Progress
Topic: Test scences GPU Path vs CPU BiDir
Replies: 167
Views: 107895

Some success mirroring scattered beams

CPU BiDir Null and 10 Glasses different 1 Mirror
CPU BiDir Null and 10 Glasses different 1 Mirror
Glass looks transparent and mirror reflects the scattered beams. Nice if it rendered much faster.
by FarbigeWelt
Sat Sep 01, 2018 2:24 pm
Forum: Works in Progress
Topic: Test scences GPU Path vs CPU BiDir
Replies: 167
Views: 107895

Re: Test scences GPU Path vs CPU BiDir

B.Y.O.B. wrote: Sat Sep 01, 2018 2:14 pm This sounds extremely strange.
Can you upload a scene that shows the problem, with steps how to reproduce/what is off exactly?
Yes, I can upload the scences later and where possible describe reproduction steps.
by FarbigeWelt
Sat Sep 01, 2018 1:41 pm
Forum: Works in Progress
Topic: Test scences GPU Path vs CPU BiDir
Replies: 167
Views: 107895

Re: Test scences GPU Path vs CPU BiDir

Somehow materials got stranger with every change or use in the blender file used for the scenes above. A good reason, to start with a new blender file and define objects and materials from scratch. ...wat? Well, to test my hypothesis of the screwed file I've appended the new objects to the old file...
by FarbigeWelt
Sat Sep 01, 2018 12:35 pm
Forum: Works in Progress
Topic: Test scences GPU Path vs CPU BiDir
Replies: 167
Views: 107895

Scattered Lasers CPU BiDir: start from scratch

Somehow materials got stranger with every change or use in the blender file used for the scenes above. A good reason, to start with a new blender file and define objects and materials from scratch. Now, glass is close to expected and experienced behaviour again. (It seems like material definitions c...
by FarbigeWelt
Fri Aug 31, 2018 10:28 pm
Forum: Works in Progress
Topic: Test scences GPU Path vs CPU BiDir
Replies: 167
Views: 107895

Scattered Lasers CPU BiDir, Metropolis

B.Y.O.B. wrote: Fri Aug 31, 2018 7:48 am Could you try with Bidir + Metropolis?
Behaves as random or sobol regarding glass.
CPU BiDir Lasers Scattering, Metropolis
CPU BiDir Lasers Scattering, Metropolis
by FarbigeWelt
Fri Aug 31, 2018 6:03 am
Forum: Works in Progress
Topic: Test scences GPU Path vs CPU BiDir
Replies: 167
Views: 107895

Re: Test scences GPU Path vs CPU BiDir

B.Y.O.B. wrote: Thu Aug 30, 2018 11:14 pm Renderengine and sampler?
CPU BiDir, random. (With path I don‘t see much of the laser beams in scattering medium.)

It happens at least for glass with sobol too, but it is a bit slower for these scenses.
by FarbigeWelt
Thu Aug 30, 2018 9:45 pm
Forum: Works in Progress
Topic: Test scences GPU Path vs CPU BiDir
Replies: 167
Views: 107895

Visibility of scattered light

What ever happens here it fits not to my expections and experiences with glass and mirror in real life. There must be something wrong with the implementation of the interaction of scattered light with surfaces of some material settings. Glass: Rough or Architectural works, default not. Glossy: Rough...
by FarbigeWelt
Thu Aug 30, 2018 7:56 pm
Forum: Works in Progress
Topic: Test scences GPU Path vs CPU BiDir
Replies: 167
Views: 107895

Glossy transluscent: cube size 1,1,0.003

One can see glossy transluscent scatters light on the surface and let light 'pass' to a certain depth. Glossy Transluscent Cube 1,1,0.003 four lasers 1500 Samples.jpg If object is too thick light cannot pass as beam from entry to exit but backside can be expected to glow smoothly up to a thickness o...
by FarbigeWelt
Thu Aug 30, 2018 2:39 pm
Forum: User Support
Topic: Improvements in Denoiser, Similar to Pixar renderman
Replies: 3
Views: 2538

Fast denoiser method: Fast 4D sheared filtering

I guess this paper describes a more practicable method for a denoiser.

Edit: Link did not work.
Try google scholar
Fast 4D sheared filtering for interactive rendering of distribution effects
by FarbigeWelt
Thu Aug 30, 2018 12:23 pm
Forum: User Support
Topic: Some questions...
Replies: 15
Views: 7567

Re: Some questions...

This is a very good information. I usually set the gains until I like the result with lower resolution and restart the render with higher resolution.