Shading & Energy conservation

Use this forum for general user support and related questions.
Forum rules
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Post Reply
User avatar
Sharlybg
Donor
Donor
Posts: 3101
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Shading & Energy conservation

Post by Sharlybg »

It's make time since i want to talk about a particular feature some renderer seem to have recently. It's about better shading model implemetation that provide More realism and faster render (as theses shader tend to converge quicker).

here you can see Clarisse Fx model : http://www.cgchannel.com/2018/09/isotro ... e-ifx-4-0/
Multiple scattering improves rendering of matte surfaces
New shading features in Clarisse iFX 4.0 include multiple scattering for reflected and transmitted light.

The software’s previous single scattering model minimised computation times, but caused surfaces to darken unrealistically as their roughness values increased.

The new implementation (shown above) approximates true multiple scattering – “while [it isn’t] strictly Lambertian diffuse reflection, it’s very close” – and is fully energy-conserving.

According to Isotropix, it has no impact on render time, and will be enabled by default.
180906_ClarisseiFX4_MultipleScattering.jpg

Also Corona and Vray seem to have something like that : http://cgpress.org/archives/corona-rend ... unced.html
New material energy conservation mode (closer to Mental Ray and V-Ray models)

Don't remenber but seem that FSTORM is doing something very simillar (in the past they say to have a special shader moder that converge faster with better energy conservation).


What do you think ? is it something feasable ?
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
Post Reply