I get all the right highlights:B.Y.O.B. wrote: ↑Mon Jun 24, 2019 12:47 pmHere it is (220 MB): https://drive.google.com/open?id=1vS5v1 ... HYGO6DegDX
Are you sure to have use the correct binaries ?
I get all the right highlights:B.Y.O.B. wrote: ↑Mon Jun 24, 2019 12:47 pmHere it is (220 MB): https://drive.google.com/open?id=1vS5v1 ... HYGO6DegDX
Here: viewtopic.php?f=9&t=736Odilkhan Yakubov wrote: ↑Mon Jun 24, 2019 2:10 pm Hi. Sorry if I missed something but can anyone paste me the link for the completed build for this "sweat"?
Nope, BiDir and PathOCL are rendering those SDS-paths, only Hybrid (first bugged version) was not and even missed the reflections.Dade wrote: ↑Mon Jun 24, 2019 10:24 amLike 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.
and wanted to test it.
How to disable the light visibility in specular paths?
If you add a couple of walls, it is a good test scene:epilectrolytics wrote: ↑Mon Jun 24, 2019 5:31 pm So this scene is actually no valid test scene for the new hybrid solution, which I should have figured before