And have you seen how many samples it takes just to have a vague caustic and few fireflies ?
Path Space Regularization (aka the solution to SDS paths)
Re: Path Space Regularization (aka the solution to SDS paths)
These are 128 and 2048 samples per pixel, respectively.
Re: Path Space Regularization (aka the solution to SDS paths)
Is this metropolis? Doesn't look like.
Re: Path Space Regularization (aka the solution to SDS paths)
And in the SM there is a 65536 samples per pixel image of this scene.
Re: Path Space Regularization (aka the solution to SDS paths)
No it is regularised path tracing inspired by the code in the paper.
My initial plan was first to understand smallpt with Path Space Regularization and then apply it to smallmmlt. But smallmmlt is above my poor understanding of all this stuff. They don't even have glass material there
EDIT:
Here is 2^17 samples per pixel. Looks noisy to me I guess I messed up something
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Re: Path Space Regularization (aka the solution to SDS paths)
This is sun+sky (with the same exposure so it is a bit over-exposed due the additional light source):
Note: the water volume of the scene has (a bluish) absorption (so it does intentionally take away some light).
Re: Path Space Regularization (aka the solution to SDS paths)
Now it is clear that with sun+sky this water should be a loooot more clear than that. There is surely a terrible wrong thing going on here
Re: Path Space Regularization (aka the solution to SDS paths)
It would be interesting to see this scene without absorption.
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Re: Path Space Regularization (aka the solution to SDS paths)
If this scene is derived from my test pool here it probably contains a volume setup error because I used only a water (ocean modifier) plane and no solid block.
The underwater pool tile object then has not the absorption volume properly assigned as exterior.
But with just killing all volumes it should render properly (I guess).
The underwater pool tile object then has not the absorption volume properly assigned as exterior.
But with just killing all volumes it should render properly (I guess).
Re: Path Space Regularization (aka the solution to SDS paths)
I think this is not a problem, because rays keep their volume when the material they hit doesn't have one assigned (if I remember correctly).epilectrolytics wrote: ↑Fri Sep 20, 2019 4:16 pm If this scene is derived from my test pool here it probably contains a volume setup error because I used only a water (ocean modifier) plane and no solid block.
The underwater pool tile object then has not the absorption volume properly assigned as exterior.
Since all rays pass through the water surface on entry and exit, it should work. It would be a problem though if you were to dip the camera below the water surface without assigning the water volume as exterior camera volume.