Search found 309 matches

by epilectrolytics
Sat May 25, 2019 12:18 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 41
Views: 641

Re: Env. Light Visibility Cache

This method is very similar to a guided method. It "guides" only for env. light sources but it could "guides" for any kind of incoming light (direct and indirect). However it must be clear that it is pretty much "Path+GPU+PhotonGI" Vs "BiDir+CPU+Guided sampling" (i.e. guided sampling make most sens...
by epilectrolytics
Fri May 24, 2019 7:09 pm
Forum: Works in Progress
Topic: OIDN animations
Replies: 19
Views: 2186

Re: OIDN animations

Thanks Charly! Because I do all my modelling in Cheetah3D on the Mac side and use Blender only as an interface to render things with LuxCore I don't identify as a Blender artist and don't have an account over there. And in this scene there is even zero artistic content from myself, all credit goes t...
by epilectrolytics
Fri May 24, 2019 6:08 pm
Forum: Works in Progress
Topic: OIDN animations
Replies: 19
Views: 2186

Sponza Fly Through

Video (loop) of the Sponza model by M.Dabrovic with some sculpts from ThreeDscan.com. Path OCL PGI with OIDN (70%), 22h for 600 frames on RTX 2070 + GTX 1060. The original materials don't do well in HD resolution. Maybe when we get a bevel node I will give it another go with better materials. First...
by epilectrolytics
Tue May 21, 2019 12:25 pm
Forum: Finished Work
Topic: Hall Of Fame short animation
Replies: 11
Views: 238

Re: Hall Of Fame short animation

Very nice scene with many interesting details, good choice of angles. Nitpicking: In some DOF shots the focus jumps back and forth, smoother focus shift would be more impressive. (Probably use an invisible animated object as a target in the DOF settings). For the short length of the main footage ope...
by epilectrolytics
Mon May 20, 2019 7:07 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 41
Views: 641

Re: Env. Light Visibility Cache

I'm working on a new version of the "Visibility driven sampling of env. light sources (aka portals without portals)" Indeed it looks promising! The data collected by tracing photons are a gold mine: at the moment I'm in doubt between a new version of visibility map for infinite lights or guided bru...
by epilectrolytics
Sun May 19, 2019 7:51 pm
Forum: Works in Progress
Topic: playing with caustics
Replies: 46
Views: 5856

Re: playing with caustics

Thanks! This is not my modelling but the famous Psor-cube from the old Luxrender forum, which I tested in a volumetric situation. In my opinion caustics are most effective in minimalistic environments without distracting geometry, textures, colors and such. There even simple bodies produce amazing e...
by epilectrolytics
Sun May 19, 2019 7:37 pm
Forum: Works in Progress
Topic: Different Works in Progress
Replies: 131
Views: 13016

Re: Different Works in Progress

FarbigeWelt wrote:
Sun May 19, 2019 6:25 pm
Second, I like this one much more because of the reflections, openCL PGIC, Sobol.
Yes, those notorious SDS-paths make glass bodies look so much better!
by epilectrolytics
Sun May 19, 2019 1:06 pm
Forum: Works in Progress
Topic: playing with caustics
Replies: 46
Views: 5856

Spectral volumetric Psor cube animation

epilectrolytics wrote:
Sat Dec 29, 2018 8:13 pm
So here is a quick and dirty dispersion render:
Here's a hires attempt with OIDN, still a bit noisy.
Rendered at 720p á 3500 samples (42min/frame) and blown up with DaVinci Resolve.
by epilectrolytics
Fri May 17, 2019 8:41 pm
Forum: Development
Topic: Adaptive sampling improvements
Replies: 121
Views: 3719

Re: Adaptive sampling improvements

I have a complex area - that has noise which never goes away Just wildly guessing here - wherever there are glossy/coated/metal materials in a scene they throw noise from reflective caustics all over the place and this is only slowly to resolve by path tracing. Now the converging speed on a certain...
by epilectrolytics
Thu May 16, 2019 7:42 pm
Forum: User Support
Topic: texture nodes for world hdri
Replies: 7
Views: 145

Re: texture nodes for world hdri

It would be great if procedural nodes for clouds or stars could be added to the sunsky or general background like it is possible in Cycles.