This photon blotches are hard to get ride of
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- Sat Sep 07, 2019 3:42 pm
- Forum: News
- Topic: LuxCoreRender daily/automatic builds
- Replies: 34
- Views: 8366
- Wed Sep 04, 2019 5:10 pm
- Forum: Development
- Topic: Path Space Regularization (aka the solution to SDS paths)
- Replies: 89
- Views: 3598
Also, if you look at the pool at an angle, distant caustics don't get resolved at all It reminds me a lot of the bidir+metro distant darkening problem... related to metropolis? angledview.png With the pool test scene around 25m in size, i had far corner shading issue with all the materials and rend...
It must have been 8-10 hours overnight on e5 2620 v4 cpu.
I play with the scene more, see if something better comes out of it.
Nice test but it is not the kind of thing we should guess. it should work right out of the box. it is too computational intensive for that. It's pretty intensive indeed. ------ On the side note, i remade the water surface almost mirror smooth, highest wave is 1cm (for the 20m pool it's very little)...
Interesting found, the MLT with very low value of maxconsecutivereject = less noise, but less caustics in shadow. 2,5h BiDirVM and MLT with some blown highligts. Seems the juice material is now improved. 2,5h MLT, no the shadow is not black, it's dark.jpg ----------- EDIT Here is 25% stronger absorp...
I like your pictures, they are pretty close to orange juice. Scattering or absorption or both might be slightly stronger and a bit more to red just a little bit like e.g. r,g,b 1,0.85,0.075. Defining color of juice by color of Null and absorption color of volume as orange and scattering as white mi...
Just to clarify, when i used null, there was far less noise, but the juice did not look far much different. The original gamma-1 hdr map is very high contrast 24EV, shadows are pure black in linear tonemapper. I used 2'th copy of hdr with gamma 0.8, that's why there was light in shadow that killed o...