dark juice
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: dark juice
Have you tried to use PGI indirect cache with long light paths and enabled entries over volumes ? It is exactly what you need for rendering the subject of this thread.
Re: dark juice
I'll try but I have some doubts.
Re: dark juice
nope
juices are both identical, using same volume. The one in front has shader set to "architectural" the one in back normal glass.
Unless I'm using architectural, sun will never enter through glass creating nice gradient.
EDIT: I will create dedicated testscene in the morning if needed.
photongi doesn't help
juices are both identical, using same volume. The one in front has shader set to "architectural" the one in back normal glass.
Unless I'm using architectural, sun will never enter through glass creating nice gradient.
EDIT: I will create dedicated testscene in the morning if needed.
Re: dark juice
The bidirvm looks little better, but it covers well only with huge bias radius and the bias will not go away with no strong alpha 0.75 or lower.
It seems to render ok with radius 0.01 (insane bias) to 0.001 (sharp ok, slow effectivity), but the alpha 0.75 will take it to too small radiuses.
Maybe vm could have manual minimum radius.
5 passes, start radius 0.01
It seems to render ok with radius 0.01 (insane bias) to 0.001 (sharp ok, slow effectivity), but the alpha 0.75 will take it to too small radiuses.
Maybe vm could have manual minimum radius.
5 passes, start radius 0.01
Re: dark juice
here:
SImplified the situation as much as I can.
on the left is more or less the look I want, but on the right is what happens when I put it into glass. here's cycles, I don't like the juice look but it demonstrates how it never gets darker in glass (this is without disabling shadows or anything) here is the scene: by the way, enabling photongi indirect will make it even darker.
SImplified the situation as much as I can.
on the left is more or less the look I want, but on the right is what happens when I put it into glass. here's cycles, I don't like the juice look but it demonstrates how it never gets darker in glass (this is without disabling shadows or anything) here is the scene: by the way, enabling photongi indirect will make it even darker.
Re: dark juice
actually maybe we don't need transparent shadows as a glass feature (although I wouldn't mind) but if we had rayswitch I could mix transparent material and glass so that transparent is used only for shadow rays.
Re: dark juice
Of course it never gets darker, but you're comparing incomparable. Principled BSDF's SSS is fake. I mean, there's no point comparing these two scenes.
CPU Bidir + Metropolis | Core i5-4570
Re: dark juice
Ok, you're right.. So let's not compare them.
How do I make it so that the juice looks just as good in the glass as it does outside?
Re: dark juice
The BiDirVM random sampler render (manual linear tonemapper) i did overnight, had opposite problem, the juice part looked like neon yellow was mixed with Snow White. First 30 min the render looked ok fruity 3d, but then. Maybe the VM is not random safe either, not only the MLT
Last edited by Fox on Sun Aug 18, 2019 12:38 pm, edited 1 time in total.
Re: dark juice
in corona it was introduced as hybrid glass mode back in 2013
https://corona-renderer.com/forum/index ... 51#msg7051
I think it's default behavior unless you specificaly turn on "caustics" option in materials which then renders caustics in newest corona.
https://corona-renderer.com/forum/index ... 51#msg7051
I think it's default behavior unless you specificaly turn on "caustics" option in materials which then renders caustics in newest corona.