What I like most about this feature is that it's really easy to use - just enable it and you're done. Crazy simple compared to the caustic cache.
I rendered a quick animation with it: 90 frames with 40 sec rendertime per frame.
https://youtu.be/MXKYdekMgSE
Search found 3441 matches
- Sun Jun 23, 2019 6:35 pm
- Forum: Development
- Topic: Hybrid Back/Forward path tracing (aka BiDir without MIS)
- Replies: 221
- Views: 99419
- Sun Jun 23, 2019 5:57 pm
- Forum: Development
- Topic: Hybrid Back/Forward path tracing (aka BiDir without MIS)
- Replies: 221
- Views: 99419
Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
Dade, did you see my question on the last page? One question: does it make sense to use this for CPU-only rendering, or will Bidir still win there? P.S. if someone pop up and asks to render SDS paths with caustic cache, normal caustics with light paths and everything else with eye paths ... I will s...
- Sun Jun 23, 2019 4:42 pm
- Forum: Development
- Topic: Hybrid Back/Forward path tracing (aka BiDir without MIS)
- Replies: 221
- Views: 99419
Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
Some quick tests. Total Rendertime: 2 min per image (including cache building where necessary, cache build time was around 30 sec) Hardware: Ryzen 7 2700x, RTX 2080 PhotonGI used default settings, apart from adjusted caustic photon radius. I was surprised to see that the hybrid method can be used in...
- Sun Jun 23, 2019 4:21 pm
- Forum: Development
- Topic: Hybrid Back/Forward path tracing (aka BiDir without MIS)
- Replies: 221
- Views: 99419
Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
Cool stuff!
One question: does it make sense to use this for CPU-only rendering, or will Bidir still win there?
One question: does it make sense to use this for CPU-only rendering, or will Bidir still win there?
- Sun Jun 23, 2019 2:50 pm
- Forum: Computer Graphic News
- Topic: CGI tech news box
- Replies: 242
- Views: 225657
Re: CGI tech news box
Alright, looking forward to the presentation then.
- Sun Jun 23, 2019 10:23 am
- Forum: Development
- Topic: Transitioning from VRay to LuxCoreRender
- Replies: 56
- Views: 28601
Re: Transitioning from VRay to LuxCoreRender
I'm not aware that "direct cache is under construction and work only with CPU" I think Sharlybg was talking about the new visibility map cache (automatic portals). The other caches (DLSC and PhotonGI) all work with OpenCL engines. Also, is "every light efficacy 1" important? Cur...
- Sun Jun 23, 2019 7:14 am
- Forum: Computer Graphic News
- Topic: CGI tech news box
- Replies: 242
- Views: 225657
Re: CGI tech news box
Thanks for the insight.
What do you think about this earlier post on the topic? viewtopic.php?f=9&t=119&p=1969#p1969
What do you think about this earlier post on the topic? viewtopic.php?f=9&t=119&p=1969#p1969
- Sat Jun 22, 2019 9:01 pm
- Forum: User Support
- Topic: macOS 10.15 Catalina
- Replies: 6
- Views: 3471
Re: macOS 10.15 Catalina
I have this on my todo list: https://github.com/LuxCoreRender/BlendL ... issues/262plasmapeppers wrote: ↑Sat Jun 22, 2019 8:42 pm might be worthwhile to just not show it as an option, or leave it as a default of unchecked.
- Sat Jun 22, 2019 4:43 pm
- Forum: Computer Graphic News
- Topic: CGI tech news box
- Replies: 242
- Views: 225657
Re: CGI tech news box
They do mention that this breaks reciprocity of light tho so this may be better to enable as an optional fix Does this mean it breaks the "bidirectional" nature of a BxDF? Also, does this only apply to bump mapped surfaces or does it also work on any other surface? Because we have a gener...
- Sat Jun 22, 2019 2:45 pm
- Forum: Development
- Topic: Transitioning from VRay to LuxCoreRender
- Replies: 56
- Views: 28601
Re: Transitioning from VRay to LuxCoreRender
My opinion on this matter is: I acknowledge that the described shortcuts can be necessary in corner cases (which might happen very often depending on the kind of scenes you render), and I would find it very good if they were available in LuxCore. However, before implementing such a feature, we have ...