Search found 4711 matches

by Dade
Mon Dec 21, 2020 12:31 pm
Forum: Development
Topic: BIDIRCPU can now use PhotonGI cache to render SDS paths
Replies: 16
Views: 19783

Re: BIDIRCPU can now use PhotonGI cache to render SDS paths

TAO wrote: Mon Dec 21, 2020 12:20 pm Awesome news, Are there any limitations?
Not that I'm aware of, it is really like using PhotonGI caustic cache with path tracing+light tracing.
by Dade
Mon Dec 21, 2020 11:23 am
Forum: Development
Topic: BIDIRCPU can now use PhotonGI cache to render SDS paths
Replies: 16
Views: 19783

BIDIRCPU can now use PhotonGI cache to render SDS paths

It is now possible to enable PhotonGI caustic cache with BiDirectional path tracing in order to render SDS paths: sds.jpg All the usual PhotonGI properties are available however PGI is used only for SDS paths like with hybrid path tracing+light tracing. This feature is available on "for_v2.6&qu...
by Dade
Mon Dec 21, 2020 9:55 am
Forum: User Support
Topic: cannot see reflection of light spot
Replies: 17
Views: 7922

Re: cannot see reflection of light spot

Thanks for the quick answer. If I use the PhotonGI cache and normal paths (not bidir) I get a different problem - I do not see any scattering from the volume (which is weakly scattering) immediately after the area source but before the narrow beam bounces off the mirror. The scene is probably incor...
by Dade
Mon Dec 21, 2020 9:53 am
Forum: User Support
Topic: cannot see reflection of light spot
Replies: 17
Views: 7922

Re: cannot see reflection of light spot

Of course Bidir can render SDS paths. It needs some time for it, though. SDS connections are purely random, so their probability is not very high. Here you can see how bidir does sds. It took a week on Core i5-2400. https://forums.luxcorerender.org/viewtopic.php?f=3&t=2681 No, it can not render...
by Dade
Sun Dec 20, 2020 3:02 pm
Forum: User Support
Topic: cannot see reflection of light spot
Replies: 17
Views: 7922

Re: cannot see reflection of light spot

https://imgur.com/a/hSBZmTG They are called SDS paths (Specular-Diffuse-Specular) and they can be rendered only by using PhotonGI caustic cache. Normal BiDir can not render that kind of light path at all. It is a feature introduced in v2.2: https://forums.luxcorerender.org/download/file.php?id=6075...
by Dade
Fri Dec 18, 2020 3:19 pm
Forum: Development
Topic: Problem understanding Material::Sample () behaviour
Replies: 14
Views: 7251

Re: Problem understanding Material::Sample () behaviour

If I'm understanding you, you'd expect these two images to be identical? Nope, in the first case you are always returning "kt". In the second case you are returning BLACK half of the times. How can the results be identical ? "passThroughEvent" is random variable between 0.0 and ...
by Dade
Thu Dec 17, 2020 11:48 pm
Forum: Development
Topic: Problem understanding Material::Sample () behaviour
Replies: 14
Views: 7251

Re: Problem understanding Material::Sample () behaviour

In the course of re-arranging my code to create a more obvious test case, suddenly it came right! As far as I can tell, it makes no difference to the result no matter how pdfW is set, and I think there's some oddity in the handling of the return value (increasing the value doesn't brighten the imag...
by Dade
Thu Dec 17, 2020 4:02 pm
Forum: User Support
Topic: Bidir - Metropolis.
Replies: 4
Views: 2231

Re: Bidir - Metropolis.

800 is an over the sky value, you are still using floating point 32bit precision, it is like an order of magnitude more than a very high value.
by Dade
Thu Dec 17, 2020 2:44 pm
Forum: Development
Topic: Problem understanding Material::Sample () behaviour
Replies: 14
Views: 7251

Re: Problem understanding Material::Sample () behaviour

BTW, the implementation of your material should be quite simple: it should look exactly like current glass code but instead of using a constant "transmitted" color you should have a look up table where you look up the value by the angle (I assume you can interpolate the value between 2 con...
by Dade
Thu Dec 17, 2020 2:39 pm
Forum: Development
Topic: Problem understanding Material::Sample () behaviour
Replies: 14
Views: 7251

Re: Problem understanding Material::Sample () behaviour

#1: I just copied the GlassMaterial::Evaluate. It returns just Spectrum (). That being so, I don't understand where else my transmission colour is coming from. If you are using the same glass code, it is a "Delta" material (i.e. as safety-check, look the Material::IsDelta() method returne...