fabi wrote: ↑Mon May 06, 2019 9:23 pm
So when indirect and caustics caches are enabled, I understand that the caustics cache is computed with a number of visible objects which is inferior as it should be
Thanks for reporting this, maybe Dade can look into this and maybe fix it?
Caustic cache shouldn't get decreased when combined with indirect one.
I replaced the tile texture so we can make this into an example scene.
Also added dispersion as a test, I like it (maybe make it a bit more subtle).
Not finished yet, have to tune the materials and lighting a bit (env. light is a bit too dark).
Just a denoised low sample render because my notebook has a weak CPU, tomorrow I get access to my main PC again.
@epilectrolytics nice result, would also make a good example scene on its own!
Here's a longer render (around 1h 20min) with larger resolution on a more powerful computer, 1300 samples + denoising.
I tuned down the dispersion a bit (from 0.003 to 0.0015).