Path Space Regularization (aka the solution to SDS paths)
Re: Path Space Regularization (aka the solution to SDS paths)
I assume, Dade is perfectly aware of these...
Re: Path Space Regularization (aka the solution to SDS paths)
Lower angle for path regulation = lower chance to hit.
Re: Path Space Regularization (aka the solution to SDS paths)
Are you using GPU rendering ? I haven't yet touched OpenCL code (i.e. you get a mess if you use the GPU at the moment).
Re: Path Space Regularization (aka the solution to SDS paths)
I have the strong feeling you are using GPU rendering
Re: Path Space Regularization (aka the solution to SDS paths)
Ah yes... I only used opencl.. will switch to cpu.
Re: Path Space Regularization (aka the solution to SDS paths)
By the way, will this work with volumes? Cause right now I won't get any caustics in water if it uses homogenous volume (clear works)
Re: Path Space Regularization (aka the solution to SDS paths)
Switching to cpu didn't really change anything for me... Pretty much same results as before
It looks like caustics reach a certain brightness and all sds paths keep that brightness/power there are no brigtness or sharpness variances in the pool caustics with this everything is equalized.
no sds: sds 1300 samples, scale 2: scale 0.4:
Re: Path Space Regularization (aka the solution to SDS paths)
Also, if you look at the pool at an angle, distant caustics don't get resolved at all
It reminds me a lot of the bidir+metro distant darkening problem... related to metropolis?
It reminds me a lot of the bidir+metro distant darkening problem... related to metropolis?
Re: Path Space Regularization (aka the solution to SDS paths)
With the pool test scene around 25m in size, i had far corner shading issue with all the materials and render modes.
Only way to get ride of it was to make bigger than 25m mesh plane (like 100m or so). I made it with invisible null material and moved to the bottom of the scene.
Re: Path Space Regularization (aka the solution to SDS paths)
So you basicaly expanded the bounding box with a fake mesh as a workaround? That's not good...Fox wrote: ↑Wed Sep 04, 2019 5:10 pmWith the pool test scene around 25m in size, i had far corner shading issue with all the materials and render modes.
Only way to get ride of it was to make bigger than 25m mesh plane (like 100m or so). I made it with invisible null material and moved to the bottom of the scene.
This is ~42m pool and 1/3 of it is not getting caustics. Before there was ocean mesh 10km wide and this pretty much removed all caustics cause it was too big..