Caustics
Posted: Tue Mar 27, 2018 2:26 am
Hi there. How to create this kind of caustics in the renderer:
[http://www.yafaray.org/sites/default/fi ... lights.png]
[http://www.yafaray.org/sites/default/fi ... lights.png]
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So, in real life, is that Path tracing isn't good for caustics as Cycles Pure pathtracer can't handle it?Philstix wrote: ↑Tue Mar 27, 2018 3:25 am Creation of caustics requires the use of the bidirectional renderer.
Here's one I prepared earlier: download/file.php?id=625&mode=view
Use one small, dominant light source in the scene (e.g. a small meshlight or a sun light).Odilkhan Yakubov wrote: ↑Tue Mar 27, 2018 2:26 am Hi there. How to create this kind of caustics in the renderer:
Uni? There is hasnt that integrator in Lux?B.Y.O.B. wrote: ↑Tue Mar 27, 2018 6:53 amUse one small, dominant light source in the scene (e.g. a small meshlight or a sun light).Odilkhan Yakubov wrote: ↑Tue Mar 27, 2018 2:26 am Hi there. How to create this kind of caustics in the renderer:
You can render caustics with an unidirectional pathtracer, but it is going to take much longer than bidir to get noise-free in most scenes.
Yes, PATHCPU/OCL is an unidirectional path tracer while BIDIRCPU is bidirectional.Odilkhan Yakubov wrote: ↑Tue Mar 27, 2018 1:18 pmUni? There is hasnt that integrator in Lux?B.Y.O.B. wrote: ↑Tue Mar 27, 2018 6:53 amUse one small, dominant light source in the scene (e.g. a small meshlight or a sun light).Odilkhan Yakubov wrote: ↑Tue Mar 27, 2018 2:26 am Hi there. How to create this kind of caustics in the renderer:
You can render caustics with an unidirectional pathtracer, but it is going to take much longer than bidir to get noise-free in most scenes.
Well, you can still use PATHCPU, it can be a lot faster than BIDIRCPU if the scene has "simple" light paths.