Path Space Regularization (aka the solution to SDS paths)
Re: Path Space Regularization (aka the solution to SDS paths)
I assume, Dade is perfectly aware of these...
Re: Path Space Regularization (aka the solution to SDS paths)
Lower angle for path regulation = lower chance to hit.lacilaci wrote: Wed Sep 04, 2019 11:54 am What I find interesting is that lower values than 1-1.5 also makes caustics very weak and instead of seeing a lot of fireflies I see just hint of caustics,
...
So maybe caustics are getting sharper, but also weaker and so we cannot really see them?
Re: Path Space Regularization (aka the solution to SDS paths)
Are you using GPU rendering ? I haven't yet touched OpenCL code (i.e. you get a mess if you use the GPU at the moment).
Re: Path Space Regularization (aka the solution to SDS paths)
I have the strong feeling you are using GPU renderinglacilaci wrote: Wed Sep 04, 2019 11:54 am I know it's early to some testing but I had a while so I played around a bit...

Re: Path Space Regularization (aka the solution to SDS paths)
Ah yes... I only used opencl.. will switch to cpu.
Re: Path Space Regularization (aka the solution to SDS paths)
By the way, will this work with volumes? Cause right now I won't get any caustics in water if it uses homogenous volume (clear works)
Re: Path Space Regularization (aka the solution to SDS paths)
Switching to cpu didn't really change anything for me... Pretty much same results as before
It looks like caustics reach a certain brightness and all sds paths keep that brightness/power there are no brigtness or sharpness variances in the pool caustics with this everything is equalized.
no sds: sds 1300 samples, scale 2: scale 0.4:
Re: Path Space Regularization (aka the solution to SDS paths)
Also, if you look at the pool at an angle, distant caustics don't get resolved at all
It reminds me a lot of the bidir+metro distant darkening problem... related to metropolis?
It reminds me a lot of the bidir+metro distant darkening problem... related to metropolis?
Re: Path Space Regularization (aka the solution to SDS paths)
With the pool test scene around 25m in size, i had far corner shading issue with all the materials and render modes.lacilaci wrote: Wed Sep 04, 2019 2:01 pm Also, if you look at the pool at an angle, distant caustics don't get resolved at all
It reminds me a lot of the bidir+metro distant darkening problem... related to metropolis?
angledview.png
Only way to get ride of it was to make bigger than 25m mesh plane (like 100m or so). I made it with invisible null material and moved to the bottom of the scene.
Re: Path Space Regularization (aka the solution to SDS paths)
So you basicaly expanded the bounding box with a fake mesh as a workaround? That's not good...Fox wrote: Wed Sep 04, 2019 5:10 pmWith the pool test scene around 25m in size, i had far corner shading issue with all the materials and render modes.lacilaci wrote: Wed Sep 04, 2019 2:01 pm Also, if you look at the pool at an angle, distant caustics don't get resolved at all
It reminds me a lot of the bidir+metro distant darkening problem... related to metropolis?
angledview.png
Only way to get ride of it was to make bigger than 25m mesh plane (like 100m or so). I made it with invisible null material and moved to the bottom of the scene.
This is ~42m pool and 1/3 of it is not getting caustics. Before there was ocean mesh 10km wide and this pretty much removed all caustics cause it was too big..