Hi!
I'm new is lux and I wanted to know a few things about Hybrid Back / Forward path tracing (aka BiDir without MIS) and other things
1. Is this rendering method suitable for animation?
2. Is Bidir support dead?
3. With this method you can see the caustics in mirrors? If not, how would it be possible?
4. Is it possible to caustic metal objects? for example a sword or katana
5. What is the limit of the caustics of lux with those of the real world?
6. Can you put imperfect surface textures?
7. Is there a possibility that Bidir will be faster with more development?
if I can think of more questions I say them
I want to congratulate the developers for working on such a beautiful render engine that can generate spectacular caustics and to Sharlybg for the tutorials, thank you very much I learned some things
More than one question (Hybrid Back/Forward path tracing)
Forum rules
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: More than one question (Hybrid Back/Forward path tracing)
There have been reports of caustic intensity variations in animations. I have never been able to replicate this problem. But in any case, it is a bug, not an intrinsic limit of the method.
No but it lacks significative advantages over Hybrid Back/Forward path tracing: it is mostly slower.
Yes if you enable caustic cache too.
Yes.
None I can think to.
Yes.
No, BiDir traces about n^2 rays where n is the max. path depth while hybrid about n.
Re: More than one question (Hybrid Back/Forward path tracing)
This worries me in a way because I see a lot of potential in this for animations.
Is it still working to resolve this error or does it have to do with the hardware of certain computers?
Full Hybrid Back/Forward path tracing - I don't like clamping - Bidir it's great but very slow - I have 4096 MiB de Vram and I want to cry.
Re: More than one question (Hybrid Back/Forward path tracing)
I just need a test scene that shows the problem (here, in a viable amount of time) so I can investigate/fix what is going on.Noah_ wrote: ↑Tue Jan 28, 2020 12:35 pmThis worries me in a way because I see a lot of potential in this for animations.
Is it still working to resolve this error or does it have to do with the hardware of certain computers?
Re: More than one question (Hybrid Back/Forward path tracing)
I jump to that wagon, one of the most important things we do is animation, so coherence between frames is very important.
As for an example scene, maybe @lacilaci can share the scene he present here, it's flickering a lot.
viewtopic.php?f=4&t=1688&start=20
As for an example scene, maybe @lacilaci can share the scene he present here, it's flickering a lot.
viewtopic.php?f=4&t=1688&start=20
Re: More than one question (Hybrid Back/Forward path tracing)
Env. cache has no relation with Hybrid Back/Forward path tracingjuangea wrote: ↑Tue Jan 28, 2020 8:30 pm I jump to that wagon, one of the most important things we do is animation, so coherence between frames is very important.
As for an example scene, maybe @lacilaci can share the scene he present here, it's flickering a lot.
viewtopic.php?f=4&t=1688&start=20
P.S. and I must admit I don't see any flickering in this one: viewtopic.php?f=4&t=1688&start=10#p19307
Re: More than one question (Hybrid Back/Forward path tracing)
same here.P.S. and I must admit I don't see any flickering in this one: viewtopic.php?f=4&t=1688&start=10#p19307
but it is probably this one :
https://streamable.com/d30uq
But maybe this was already fixed i haven't really follow this thread well.
Re: More than one question (Hybrid Back/Forward path tracing)
Yes, that one.
Sorry I did not realize this was just about caustics, I was referring to flicker in general when using GI Cache or Env Cache, not just caustics cache
Sorry I did not realize this was just about caustics, I was referring to flicker in general when using GI Cache or Env Cache, not just caustics cache
Re: More than one question (Hybrid Back/Forward path tracing)
This is should have been done before exposing in Blender the support for persistent cache It should work fine with persistent cache.Sharlybg wrote: ↑Wed Jan 29, 2020 8:41 amsame here.P.S. and I must admit I don't see any flickering in this one: viewtopic.php?f=4&t=1688&start=10#p19307
but it is probably this one :
https://streamable.com/d30uq
But maybe this was already fixed i haven't really follow this thread well.
Re: More than one question (Hybrid Back/Forward path tracing)
Does persistent cache takes into account time?
I mean, can it use the persistent information to increase the data for frame 2 using the data from frame 1? or can it interpolate if we calculate persistent data for frame 1,5 and 10, can it interpolate and use persistent data to extrapolate or accelerate render for frames 2,3,4,6,7,8,9?
I would like to know how it works for animation
I mean, can it use the persistent information to increase the data for frame 2 using the data from frame 1? or can it interpolate if we calculate persistent data for frame 1,5 and 10, can it interpolate and use persistent data to extrapolate or accelerate render for frames 2,3,4,6,7,8,9?
I would like to know how it works for animation