dark juice

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Dade
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Re: dark juice

Post by Dade » Sat Aug 17, 2019 5:01 pm

Have you tried to use PGI indirect cache with long light paths and enabled entries over volumes ? It is exactly what you need for rendering the subject of this thread.
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lacilaci
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Re: dark juice

Post by lacilaci » Sat Aug 17, 2019 5:17 pm

Dade wrote:
Sat Aug 17, 2019 5:01 pm
Have you tried to use PGI indirect cache with long light paths and enabled entries over volumes ? It is exactly what you need for rendering the subject of this thread.
I'll try but I have some doubts.

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lacilaci
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Re: dark juice

Post by lacilaci » Sat Aug 17, 2019 5:51 pm

nope
sun_juice.jpg
photongi doesn't help
juices are both identical, using same volume. The one in front has shader set to "architectural" the one in back normal glass.

Unless I'm using architectural, sun will never enter through glass creating nice gradient.

EDIT: I will create dedicated testscene in the morning if needed.

Fox
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Re: dark juice

Post by Fox » Sat Aug 17, 2019 7:29 pm

The bidirvm looks little better, but it covers well only with huge bias radius and the bias will not go away with no strong alpha 0.75 or lower.
It seems to render ok with radius 0.01 (insane bias) to 0.001 (sharp ok, slow effectivity), but the alpha 0.75 will take it to too small radiuses.

Maybe vm could have manual minimum radius.

5 passes, start radius 0.01
5passes bidirvm.jpg

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lacilaci
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Re: dark juice

Post by lacilaci » Sun Aug 18, 2019 7:12 am

here:

SImplified the situation as much as I can.
on the left is more or less the look I want, but on the right is what happens when I put it into glass.
juicevolumeLux.png
here's cycles, I don't like the juice look but it demonstrates how it never gets darker in glass (this is without disabling shadows or anything)
juicevolumeCyc.png
here is the scene:
juicevolume.blend
(1.45 MiB) Downloaded 37 times
by the way, enabling photongi indirect will make it even darker.

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lacilaci
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Re: dark juice

Post by lacilaci » Sun Aug 18, 2019 7:34 am

actually maybe we don't need transparent shadows as a glass feature (although I wouldn't mind) but if we had rayswitch I could mix transparent material and glass so that transparent is used only for shadow rays.

wasd
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Re: dark juice

Post by wasd » Sun Aug 18, 2019 9:47 am

lacilaci wrote:
Sun Aug 18, 2019 7:12 am
here's cycles, I don't like the juice look but it demonstrates how it never gets darker in glass (this is without disabling shadows or anything)
Of course it never gets darker, but you're comparing incomparable. Principled BSDF's SSS is fake. I mean, there's no point comparing these two scenes.
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lacilaci
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Re: dark juice

Post by lacilaci » Sun Aug 18, 2019 10:17 am

wasd wrote:
Sun Aug 18, 2019 9:47 am
lacilaci wrote:
Sun Aug 18, 2019 7:12 am
here's cycles, I don't like the juice look but it demonstrates how it never gets darker in glass (this is without disabling shadows or anything)
Of course it never gets darker, but you're comparing incomparable. Principled BSDF's SSS is fake. I mean, there's no point comparing these two scenes.
Ok, you're right.. So let's not compare them.

How do I make it so that the juice looks just as good in the glass as it does outside?

Fox
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Re: dark juice

Post by Fox » Sun Aug 18, 2019 10:19 am

lacilaci wrote:
Sun Aug 18, 2019 7:12 am
here's cycles, I don't like the juice look but it demonstrates how it never gets darker in glass (this is without disabling shadows or anything)
by the way, enabling photongi indirect will make it even darker.
The BiDirVM random sampler render (manual linear tonemapper) i did overnight, had opposite problem, the juice part looked like neon yellow was mixed with Snow White. First 30 min the render looked ok fruity 3d, but then. Maybe the VM is not random safe either, not only the MLT :roll:
Last edited by Fox on Sun Aug 18, 2019 12:38 pm, edited 1 time in total.

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lacilaci
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Re: dark juice

Post by lacilaci » Sun Aug 18, 2019 11:38 am

in corona it was introduced as hybrid glass mode back in 2013
https://corona-renderer.com/forum/index ... 51#msg7051

I think it's default behavior unless you specificaly turn on "caustics" option in materials which then renders caustics in newest corona.

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