I should have fixed the visibility of infinite lights (and in general of light sources hit by eye paths).
Important note: because Hybrid Back/Forward path tracing has still a strong path tracing component, it is often useful to disable the light visibility in specular paths to avoid many fireflies. This fact is was hidden by the bug I have fixed.
With visibility in specular paths on:
Visibility in specular paths off:
Alternatively, you can use variance clamping and/or Oidn but it is a lot faster and simpler to just disable the flag.
Hybrid Back/Forward path tracing (aka BiDir without MIS)
Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
I should have fixed this problem (see above).epilectrolytics wrote: ↑Sun Jun 23, 2019 7:03 pm While it works already great out of the box with the Wallpaper scene, in my pooltest scene everything is black apart from the tiles.
Looks like infinite lights are not supported yet
Like BiDir, no caustics are rendered in the water ... are you getting under water caustics out of BiDir ? Under water caustics are the very same definition of SDS paths.epilectrolytics wrote: ↑Sun Jun 23, 2019 7:03 pm unlike BiDir no caustics are rendered in the water.
I assume you were talking of PGI caustic cache, not BiDir.
P.S. the next step is hybrid GPU path tracing with CPU BiDirVM ... remember my axe
Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
Yes, the fix is part of my last "infinite lights" fix.
Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
Do you mean BIDIRVM caustics quality while rendering on GPU ?P.S. the next step is hybrid GPU path tracing with CPU BiDirVM ... remember my axe
Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
That bidirVM will actually render SDS right? So at that moment the caustic cache will no longer be needed.
Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
It looks to me like some reflections are missing when using hybrid back/forward, when compared to Bidir.
The images below were rendered for equal time (60 s), both on CPU only.
The scene is lit by one area light with default ray visibility (all enabled).
I am using the latest commit here (https://github.com/LuxCoreRender/LuxCor ... 5e79d366d5)
If you want I can upload the scene.
The images below were rendered for equal time (60 s), both on CPU only.
The scene is lit by one area light with default ray visibility (all enabled).
I am using the latest commit here (https://github.com/LuxCoreRender/LuxCor ... 5e79d366d5)
If you want I can upload the scene.
Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
Caustic cache could be modified to render only SDS paths so Hybrid+caustic cache produce the complete solution.
This is actually a pretty good idea I'm going to try.
Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)
Yes, thanks.
Side node: Hybrid uses always Metropolis sampler for light paths (it is just always better, doesn't make sense to use anything else) so it is better to use Sobol with GPUs (it will be used for the eye paths).