playing with caustics

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epilectrolytics
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Re: playing with caustics

Post by epilectrolytics » Thu Jan 24, 2019 8:51 pm

Thanks guys! :D
FarbigeWelt wrote:
Wed Jan 23, 2019 10:06 pm
I would add some water below this ice or a fine, small layer of ice here and there as if the wind blew snow over the ground and in some grooves it stuck.
I'd love to do that but mixing snow, ice and ground materials in a convincing way is yet beyond my abilities I fear.
I tried an area with more reflection for a wet look but those bright reflections started to compete with the ice, diminishing the aesthetic effect.
Initially I wanted to put something on a rock and chose a PBR material with displacement map, only it looks like dirt instead, maybe because of an adequate PBR shader missing or the low sun position.
FarbigeWelt wrote:
Thu Jan 24, 2019 12:12 pm
I‘ve planned to setup example scenes and write a short what-to-consider for CPU BiDir, Metropolis and Filters settings to get quite fast renders for caustics and/or scattering volumes, with a reasonable noise.
That will come handy, looking forward to it!

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Indirect + caustic caches

Post by epilectrolytics » Wed Mar 13, 2019 11:40 pm

Not denoised.
bunker6b.jpg
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Re: playing with caustics

Post by Sharlybg » Thu Mar 14, 2019 7:48 am

How many time for this one on wich computer ?
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Re: playing with caustics

Post by epilectrolytics » Thu Mar 14, 2019 8:10 am

It took more than an hour (sorry I don't recall the exact time) on my PC with PGI OCL on RTX 2070 + GTX 1060.
Caustic cache is much bigger than indirect and slows down rendering to 1/3 or less of indirect only speed.
Figuring out the parameters is awful too: In debug mode it took always 8 min to build the cache and I needed more than 10 times to find working settings.
All in all in its current state it is too difficult to use IMHO.
Some progressive version of the photon pass converging to a specified density would be nice but I don't know if this is feasible.
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