I see that clamping also seem to affect how fast the caustics are rendered, but too low or too high values seem to damage the performance.. Is there a preferred value?
look at the difference on the side wall... lower clamping showed some lighting on the wall...
clamping 10K
clamping 1 milion
but then again going to 10 milion we get some light back... wtf
Path Space Regularization (aka the solution to SDS paths)
Re: Path Space Regularization (aka the solution to SDS paths)
Last edited by lacilaci on Tue Sep 10, 2019 1:08 pm, edited 1 time in total.
Re: Path Space Regularization (aka the solution to SDS paths)
No but it depends on where the sun is: sun light is refracted by water surface and hits the pool floor, to hit also a side wall, the sun must be in the right position.
Aren't you setting the "path.pathspaceregularization.scale" parameter ? It is the parameter controlling the initial blur/sharpness
Re: Path Space Regularization (aka the solution to SDS paths)
The latest code doesn't do clamping on light tracing values, I'm wondering what code are you actually using and how
Re: Path Space Regularization (aka the solution to SDS paths)
Yes, it was intended to make the caustics more visible (it is about like doing an indoor pool rendering).
Re: Path Space Regularization (aka the solution to SDS paths)
I tried rendering with the scale parameter (different values) and also withoutDade wrote: ↑Tue Sep 10, 2019 1:04 pmNo but it depends on where the sun is: sun light is refracted by water surface and hits the pool floor, to hit also a side wall, the sun must be in the right position.
Aren't you setting the "path.pathspaceregularization.scale" parameter ? It is the parameter controlling the initial blur/sharpness
I'm using this build: https://dev.azure.com/LuxCoreRender/Lux ... uildId=709
Re: Path Space Regularization (aka the solution to SDS paths)
you mean to tell me no sun hits these balls? Something's wrong, I'm telling you...
Also clamping doesn't disable caustics, but it messes something up... But maybe it's just performance hit with large clamping values I don't know..
Re: Path Space Regularization (aka the solution to SDS paths)
here's the scene I'm working with... Check it out pls, maybe I fucked up something somewhere..
Re: Path Space Regularization (aka the solution to SDS paths)
this is how it should look like...
there should only be a bit of refraction and bit of reflection and that's it... No heavy darkening and no black balls..
there should only be a bit of refraction and bit of reflection and that's it... No heavy darkening and no black balls..
Re: Path Space Regularization (aka the solution to SDS paths)
Enabling scattering completely kills sds so no caustics in pool will happen (Although I'm not sure if psr is supposed to work with volume scattering anyways)
Re: Path Space Regularization (aka the solution to SDS paths)
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:
It is like Metropolis struggle to find all faces, it finds one once in a while. I'm trying to figure out why.