Search found 564 matches

by epilectrolytics
Sun Nov 10, 2019 3:23 pm
Forum: Development
Topic: Hybrid Back/Forward path tracing (aka BiDir without MIS)
Replies: 212
Views: 14396

Hybrid + rough glass issue again

Same problem, new test file: simple.blend.zip Animation with Hybrid engine and rough glass body. In every frame the caustics show a different brightness, totally inconsistent. No caches activated. simple.mp4.zip Currently I have to use Cycles for animations with rough glass which is a shame really.
by epilectrolytics
Thu Nov 07, 2019 7:30 pm
Forum: Finished Work
Topic: LuxCoreRender Wallpaper
Replies: 14
Views: 4825

Re: LuxCoreRender Wallpaper

With proper SDS paths rendered this looks really cool.
wallp2.jpg
But it is somewhat slow, SDS-cache shows strong fireflies that take very long to disappear.
(crop from raw output after 15 000 samples).
wallp.jpg
by epilectrolytics
Mon Nov 04, 2019 3:27 pm
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 94
Views: 8419

Re: PGI indirect + caustic incompatibility

Dade wrote:
Mon Nov 04, 2019 9:45 am
I should have fixed this problem too (the update parameter wasn't saved).
Yep, now everything works, thanks!

Only when reading from persistent file with different settings than it was written with (enabled/disabled caches) I get weird results but that is to be expected.
by epilectrolytics
Sun Nov 03, 2019 5:12 pm
Forum: Development
Topic: LuxMark v4.0alpha0
Replies: 11
Views: 2051

Re: LuxMark v4.0alpha0

Some feedback: In the right tab and also the result window only the OpenCL devices are specified. Native devices should be displayed too. While the Hall-bench scene is super nice, the upright format is very annoying because the user has to scroll down in order to see the dynamic specs listed at the ...
by epilectrolytics
Sun Nov 03, 2019 4:44 pm
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 94
Views: 8419

PGI indirect + caustic incompatibility

I'm trying to use indirect together with caustic (Hybrid+SDS) cache but it won't work. When both are activated, no indirect cache is written and the render looks like direct light only. Screenshot.jpg Now it is possible to disable caustic cache, render and save persistent indirect cache and then act...
by epilectrolytics
Fri Nov 01, 2019 12:19 pm
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 94
Views: 8419

Re: PhotonGI caustic cache re-factoring

lacilaci wrote:
Fri Nov 01, 2019 12:14 pm
What is samples per step?
That's the cache update period (path sample count between updates).
by epilectrolytics
Fri Nov 01, 2019 12:07 pm
Forum: Works in Progress
Topic: Red Buoy
Replies: 9
Views: 954

Re: Red Buoy

Looks great!
by epilectrolytics
Fri Nov 01, 2019 12:06 pm
Forum: Works in Progress
Topic: Wine and Whiskey
Replies: 4
Views: 294

Re: Wine and Whiskey

Nice!
by epilectrolytics
Fri Nov 01, 2019 12:01 pm
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 94
Views: 8419

Re: PhotonGI caustic cache re-factoring

I have exposed the updatespp.radiusreduction and updatespp.minradius parameters in Blender. :D Thanks! I agree that radius reduction does not really serve any purpose and therefore can be hidden. Too big radius causes blur, too small increases fireflies, progression from big to small causes both :l...
by epilectrolytics
Tue Oct 15, 2019 10:51 am
Forum: General Discussion
Topic: CGI tech news box
Replies: 190
Views: 50979

Re: Adaptive Environment Sampling on CPU and GPU

Adaptive Environment Sampling on CPU and GPU A fixed number of camera paths are traced in the scene and for each path vertex – whether due to a primary ray or a secondary, GI ray – we determine its corresponding grid cell by projecting the vertex back to the camera center. It sounds like this does ...