Pool test scene

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Sprocket
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Pool test scene

Post by Sprocket » Wed Aug 15, 2018 1:53 pm

Bidir 35k samples:
pool test luxcore 35k bidir.jpg
Path 7051k samples:
pool test (luxcore path 7000k).png

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B.Y.O.B.
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Re: Pool test scene

Post by B.Y.O.B. » Wed Aug 15, 2018 2:10 pm

Sprocket wrote:
Wed Aug 15, 2018 1:53 pm
Path 7051k samples
At such high sample counts it's almost useless to continue rendering because this is exceeding the limits of floating point precision.

Nice scene, I wonder why the caustics are so different.
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Egert_Kanep
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Re: Pool test scene

Post by Egert_Kanep » Wed Aug 15, 2018 2:35 pm

How can you render caustics with path engine?

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Dade
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Re: Pool test scene

Post by Dade » Wed Aug 15, 2018 3:49 pm

Egert_Kanep wrote:
Wed Aug 15, 2018 2:35 pm
How can you render caustics with path engine?
If the light source can be intersected by a ray (like area lights, sun or HDR), it can be done (even if most of the times will produce just a lot of fireflies if the light is not very large and easy to hit).
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jgrover110
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Re: Pool test scene

Post by jgrover110 » Wed Aug 15, 2018 7:44 pm

Try using the path engine with metropolis sampler. In my experience, this is the best method for rendering SDS caustics such as this.

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Sprocket
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Re: Pool test scene

Post by Sprocket » Wed Aug 15, 2018 11:22 pm

B.Y.O.B. wrote:
Wed Aug 15, 2018 2:10 pm
At such high sample counts it's almost useless to continue rendering because this is exceeding the limits of floating point precision.

Nice scene, I wonder why the caustics are so different.
I was starting to think it wasn't going to get any better at about 3M.
jgrover110 wrote:
Wed Aug 15, 2018 7:44 pm
Try using the path engine with metropolis sampler. In my experience, this is the best method for rendering SDS caustics such as this.
I'll give it a go.

how it looks in old lux for comparison:
poot test (lux1.6).png

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Sprocket
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Re: Pool test scene

Post by Sprocket » Sat Aug 18, 2018 9:32 am

5000k Path + Metropolis.
pool test (luxcore path metropolis 5000k).jpg

jgrover110
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Re: Pool test scene

Post by jgrover110 » Sat Aug 18, 2018 10:47 am

The absorption looks stronger in that image. Are all the values being kept the same? Also, with the old Lux image, the refraction doesn't look as strong.

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Sprocket
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Re: Pool test scene

Post by Sprocket » Sat Aug 18, 2018 12:38 pm

jgrover110 wrote:
Sat Aug 18, 2018 10:47 am
The absorption looks stronger in that image. Are all the values being kept the same? Also, with the old Lux image, the refraction doesn't look as strong.
Yes they are same values, all i changed was rendering method.

The old lux scene uses a cauchy C value, the new has cauchy B. I just copied the value, but I think it should have been converted somehow.

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FarbigeWelt
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Re: Pool test scene

Post by FarbigeWelt » Sat Aug 18, 2018 9:09 pm

Sprocket wrote:
Sat Aug 18, 2018 12:38 pm
jgrover110 wrote:
Sat Aug 18, 2018 10:47 am
The absorption looks stronger in that image. Are all the values being kept the same? Also, with the old Lux image, the refraction doesn't look as strong.
Yes they are same values, all i changed was rendering method.

The old lux scene uses a cauchy C value, the new has cauchy B. I just copied the value, but I think it should have been converted somehow.
:roll:
Are you sure?
Dispersion Cauchy C.jpg
Dispersion Cauchy C
wikipedia cauchy's expression.jpg
wikipedia cauchy's expression material table
Any how..

I like your test pool scene. Especially the one showing caustics with path rendering.

Do you use volumes?

I got good results with the assumption: If you're medium is 2 m deep and you have an absorption of 2 medium gets the color of absorption at ground (if you look into the medium 90° from its surface).
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