Glad you figured that out, I was just going to look into it after my animation was doneprovisory wrote: ↑Tue Jun 25, 2019 6:16 pm Glossy caustics didn't work for me either in Blender, so I went after it, and it seems, that it dosen't work without the "path.hybridbackforward.glossinessthreshold" parameter.
- Didn't work in Blender
- I exported the scene from Blender => didn't work in LuxCore UI
- I added "path.hybridbackforward.glossinessthreshold = 0.05" line in render.cfg => now it works in LuxCore UI
Hybrid Back/Forward path tracing (aka BiDir without MIS)
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Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
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Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
Yes, I removed the tracing of some eye paths, it was there to do some test for BiDir, it is now no more necessary. A pure light trace can not render mirrors and some other stuff, always for the same reason: you can not connect a light path specular vertex to the eye.
Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
Oh, I see... it seemed promising for SDS treatment in some cases...Dade wrote: ↑Tue Jun 25, 2019 9:34 pm Yes, I removed the tracing of some eye paths, it was there to do some test for BiDir, it is now no more necessary. A pure light trace can not render mirrors and some other stuff, always for the same reason: you can not connect a light path specular vertex to the eye.
Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
It was a general LIGHTCPU, BIDIRCPU and now Hybrid problem. I should have fixed camera motion blur.epilectrolytics wrote: ↑Tue Jun 25, 2019 4:27 pm Have started an animation, but when motion blur is activated light tracing does not work
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Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
Thanks for fixing it, tested and found it working!
(build 20190626.1)
But now the infinite lights are off again: and the scene I animated yesterday is a total mess with a horizontal split and way too strong caustics
Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
I should have fixed this problem. This was the rendering with the bug:B.Y.O.B. wrote: ↑Tue Jun 25, 2019 6:54 pm I might have found a bug:
This is a scene with metal material, roughness 0.1, glossiness threshold set to 0.2 so the glossy reflections of this material are handled by the light tracer.
However it looks like the normal path tracer is also still tracing these reflections because they are very noisy.
and this with the fix:
Note how the fireflies inside the caustics are now gone however the one from SDS paths are still there. Variance clamping can be used to keep them under control.
Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
Try again (with the under construction build).epilectrolytics wrote: ↑Wed Jun 26, 2019 1:58 pm But now the infinite lights are off again:
horizontal split and way too strong caustics
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Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
While the concrete scene works again, still my glass cubes won't show sky reflections.
(left:BiDir, right: Hybrid) When hybrid lightpass always uses metropolis sampler, would we need to adjust the settings in certain situations?
In my testing it works just fine in all circumstances and I don't feel like I have to change anything,
but just in case, are they taken from BiDir or are there extra hybrid metropolis settings?