Search found 516 matches

by epilectrolytics
Tue Sep 17, 2019 6:21 am
Forum: User Support
Topic: Light tracing and pool
Replies: 34
Views: 1288

Re: Light tracing and pool

This looks great!
And I like the spots too (Laci was asking for lens flares anyways...) :D
by epilectrolytics
Mon Sep 16, 2019 2:08 pm
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 119
Views: 4044

Re: Path Space Regularization (aka the solution to SDS paths)

Dade wrote:
Mon Sep 16, 2019 2:03 pm
it will happen only after the dust settle down on the battle for SDS paths: PSR Vs. VM Vs PGI.
That sounds reasonable, thanks for the prospect!
by epilectrolytics
Mon Sep 16, 2019 1:58 pm
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 119
Views: 4044

Re: Path Space Regularization (aka the solution to SDS paths)

PSR is used only for SDS paths in light tracing (on the last path vertex <=> eye connection). Question1: Is it possible to use PSR to "complete" LightCPU (= render specular surfaces via PSR) and if so, will it be implemented there? Question2: Is it still planned to fix and release BiDirVM or does t...
by epilectrolytics
Sun Sep 15, 2019 2:36 pm
Forum: Development
Topic: Path Space Regularization (aka the solution to SDS paths)
Replies: 119
Views: 4044

Re: Path Space Regularization (aka the solution to SDS paths)

I have an idea... It looks good, I can work on it: ultra-hybrid.jpg Very interesting! What is the difference in building "SDS-cache" from building caustic cache? I'm asking because building caustic cache turned out to be so difficult that we needed periodic revolving and still it took very long.
by epilectrolytics
Sun Sep 15, 2019 10:37 am
Forum: User Support
Topic: Bright little circles with GPU Path
Replies: 5
Views: 85

Re: Bright little circles with GPU Path

Very nice interplay of the reflections from the four panes.
Simple but rewarding setup - great work!
by epilectrolytics
Fri Sep 13, 2019 9:37 am
Forum: Works in Progress
Topic: Laci's wip
Replies: 263
Views: 26807

Re: Laci's wip

Very nice work! Last pool caustics attempt I made was with sun relative size = 5 and PathOCL (Sobol or Metro) which kinda works, but not fast and it's always darker than Cycles or Octane. Those have glossy/caustic filter which makes pool caustics easy (and probably would do so in LuxCore too). Never...
by epilectrolytics
Thu Sep 12, 2019 6:08 pm
Forum: Works in Progress
Topic: playing with caustics
Replies: 89
Views: 11877

Re: caustics from indirect light

So here is the final version, a mix from PathCPU and PathOCL with PGI,
caustics look better than in the BiDir render and also the reflections help a lot.
room6b.jpg
by epilectrolytics
Thu Sep 12, 2019 1:19 pm
Forum: Works in Progress
Topic: playing with caustics
Replies: 89
Views: 11877

Re: playing with caustics

Are you sure the original scene should have caustics ? I replaced door and table material with diffuse and sunsky with flat color, then rendered with LightCPU: Screenshot.jpg Caustics are weak but visible. Probably I was expecting too much or it takes 100 000 samples to reach final brightness. Look...
by epilectrolytics
Thu Sep 12, 2019 7:27 am
Forum: Works in Progress
Topic: playing with caustics
Replies: 89
Views: 11877

Re: playing with caustics

The paths for "indirect caustics" are assigned to normal path tracing rendering (i.e. eye paths), not light tracing. Yep, that's what my testing suggested, thanks for confirmation! Now the question is, why do indirect caustics work so much better in the simple test scene than in the original one? P...
by epilectrolytics
Wed Sep 11, 2019 6:07 pm
Forum: Works in Progress
Topic: playing with caustics
Replies: 89
Views: 11877

Re: playing with caustics

I tested that in the simple scene posted above and found that light tracing (and caustic cache) don't work with with indirect light.