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Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Wed Sep 11, 2019 10:04 am
by lacilaci
Dade wrote:
Wed Sep 11, 2019 9:31 am
lacilaci wrote:
Tue Sep 10, 2019 1:19 pm
here's the scene I'm working with... Check it out pls, maybe I fucked up something somewhere..
It is a strange problems, it is like if Metropolis is "trapped" on flat surfaces. A smooth sphere seems hard to render and flat sphere produces this very strange result:


face.jpg


It is like Metropolis struggle to find all faces, it finds one once in a while. I'm trying to figure out why.
Great, I hope you find solution...

Another thing I wonder, would you get brighter underwater surface with hybrid glass? Or would it still be only limited to sds only?

here are few examples of pool water look that I cannot achieve right now no matter what
pool.png
my underwater surface is always very dark unless I hide the waterbody from camera.

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Sun Sep 15, 2019 6:36 am
by lacilaci
here's lighttracing threshold at 0.05
0p05.png
and here at 1
1.png
so the round objects will still look dark and wrong and won't get caustics but look how much greater contrast I get when I force lighttracing threshold to include all materials for lighttracing

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Sun Sep 15, 2019 7:35 am
by provisory
+1
Light Tracing without limits! :)

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Sun Sep 15, 2019 12:18 pm
by Dade
I have an idea...

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Sun Sep 15, 2019 1:20 pm
by Sharlybg
Dade wrote:
Sun Sep 15, 2019 12:18 pm
I have an idea...
Ok guys we are not far to render disney Moana sea on a single thread.
Joke aside supra good news. :mrgreen:

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Sun Sep 15, 2019 2:07 pm
by Dade
Dade wrote:
Sun Sep 15, 2019 12:18 pm
I have an idea...
It looks good, I can work on it:

ultra-hybrid.jpg

It is the result of eye tracing (for most stuff) + light tracing (for caustics) + PhotonGI "SDS cache" (for SDS paths).

The under water is dark but it is the same for all other kind of renderings and I assume is a different type of problem.

To have an idea how it works, this is a 10 samples/pixel rendering:

ultra-hybrid-10spp.jpg

The under water caustics looks good from the very beginning.

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Sun Sep 15, 2019 2:29 pm
by lacilaci
they do look a bit blurry though. Can this be adjusted?

As for the dark underwater surface. Could it be an issue with glass shader rather than something else? Or maybe the shadow from pathtracing is taking over lighttracing?

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Sun Sep 15, 2019 2:36 pm
by epilectrolytics
Dade wrote:
Sun Sep 15, 2019 2:07 pm
Dade wrote:
Sun Sep 15, 2019 12:18 pm
I have an idea...
It looks good, I can work on it:

ultra-hybrid.jpg
Very interesting!
What is the difference in building "SDS-cache" from building caustic cache?
I'm asking because building caustic cache turned out to be so difficult that we needed periodic revolving and still it took very long.

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Sun Sep 15, 2019 2:39 pm
by lacilaci
Dade you should also take a look at this scene with this new approach:
viewtopic.php?f=2&t=1416&start=10

PSR could make the nice sharp ring on the floor but normal lighttracing not... Would sdscache work there?

Re: Path Space Regularization (aka the solution to SDS paths)

Posted: Sun Sep 15, 2019 2:48 pm
by lacilaci