Hi everyone,
Recently I have done a test to render a couple of glasses and I found the result of Luxcorerender v.2 looks too dark at the edges, which in my opinion is a bit strange. Then I did a test using classic Luxrender ( Linux Version 1.7-dev Build) as a comparison with the same scene and the result is really different. I believe the result from luxrender is more acceptable.
then i tried to compare with some other renderer like mitsuba and tungsten and the results are similar to Classic Luxrender. All the images were rendered using path tracer.
when I render using bidir + metropolis the result is even more strange. it's kind of glowing
Glass Rendering-Compasrison
Re: Glass Rendering-Compasrison
Can you post the test scene ?
There are many factors that could influence the outcome (like the Russian Roulette settings, etc.). It is hard to say looking only to the rendering. Anyway the BiDir result looks wrong.
There are many factors that could influence the outcome (like the Russian Roulette settings, etc.). It is hard to say looking only to the rendering. Anyway the BiDir result looks wrong.
Re: Glass Rendering-Compasrison
Thanks for your reply,
Here's the test scene
Here's the test scene
Re: Glass Rendering-Compasrison
Here it is as LuxCore scene.
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Re: Glass Rendering-Compasrison
I'm looking into the problem but a first side note: you are using a sphere made of 960 triangles as light source, it obliterates the rendering performance.
Are you using a "true" (i.e. analytical) spherical lights source in classic LuxRender (and probably in Mitsuba too) ? It doesn't explain why the end result is different but it may be a very good hint of where the source of the problem is.
Are you using a "true" (i.e. analytical) spherical lights source in classic LuxRender (and probably in Mitsuba too) ? It doesn't explain why the end result is different but it may be a very good hint of where the source of the problem is.
Re: Glass Rendering-Comparison
well, I'm just an inexperienced artist who put the default uv sphere and use it as a light source
.But yes, I was using the same scene for classic luxrender as well as mitsuba
![Laughing :lol:](./images/smilies/icon_lol.gif)
Re: Glass Rendering-Compasrison
I should have fixed the problem. It wasn't really a bug but a (bad) sampling problem. I have highly improved the way glass is now sampled.
I have slightly modified the scene to have shorter rendering times and to compare "oranges" to "oranges" (1 point light source instead of 960, removed the black body from the classic Lux scene, etc.).
This is a LuxCore rendering with the old glass code:
and this with the new one:
A quite spectacular difference in term of noise and quality
This is LuxCore Vs. classic LuxRender:
I can reproduce the BiDir problem with this scene:
But I'm quite sure it is a problem related to the 960 light sources and not the glass material. Going to check what is going wrong in that case.
I have slightly modified the scene to have shorter rendering times and to compare "oranges" to "oranges" (1 point light source instead of 960, removed the black body from the classic Lux scene, etc.).
This is a LuxCore rendering with the old glass code:
and this with the new one:
A quite spectacular difference in term of noise and quality
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
This is LuxCore Vs. classic LuxRender:
I can reproduce the BiDir problem with this scene:
But I'm quite sure it is a problem related to the 960 light sources and not the glass material. Going to check what is going wrong in that case.
Re: Glass Rendering-Compasrison
like comparing gazoil to EV cars ! OMG ve-----ry spectacular. are you sure it is in the same rendering time ?A quite spectacular difference in term of noise and quality
But do you now know what is going on ?