Glass caustics

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Philstix
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Location: Brisbane, Australia

Glass caustics

Post by Philstix » Tue Feb 20, 2018 8:42 pm

Just playing with glass caustics in BlendLuxCore v2.0alpha5. There's still noise in the darker bases of the glass objects after 3000 samples. I'm not sure if more samples would fix that, or if I just need to clean it up in post-processing.
2018-02-21_06-20-20_luxcore2.0-alpha5.png

Asticles
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Re: Glass caustics

Post by Asticles » Wed Feb 21, 2018 6:50 pm

Great!
Salvador Ureña

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B.Y.O.B.
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Re: Glass caustics

Post by B.Y.O.B. » Thu Feb 22, 2018 7:24 am

I like the caustics of the red thing the most (although the white vase creates a nice shape, too).
Philstix wrote:
Tue Feb 20, 2018 8:42 pm
I'm not sure if more samples would fix that, or if I just need to clean it up in post-processing.
You'll probably need postprocessing. Or you could try a border render of the noisy part to see if that cleans up in a reasonable time.
My guess is that those areas have many SDS paths (specular-diffuse-specular) which are notoriously difficult to render for most algorithms apart from SPPM/BidirVM. If the BidirVM engine in LuxCore ever leaves experimental stage you could try to re-render the image (or you can export to text files, edit the render.cfg file to change the engine type manually and render in LuxCoreUI).
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