Done.B.Y.O.B. wrote: Fri Jan 11, 2019 8:08 am The images in your post are broken, they don't show up.
Just attach them to your post.
Direct link to images and .blend files
https://drive.google.com/drive/folders/ ... Iwjpty72u5
Done.B.Y.O.B. wrote: Fri Jan 11, 2019 8:08 am The images in your post are broken, they don't show up.
Just attach them to your post.
Oh boy... that's what I'm talking about! RIP bidirDade wrote: Fri Jan 11, 2019 10:23 amThe upcoming GI cache renders caustics for free even with Path tracing. It can render SDS paths too, something even BiDir can not render (it requires vertex merging with BiDirVM).lacilaci wrote: Fri Jan 11, 2019 5:45 am I know corona devs are working on a way to render caustics efficiently. I think I would be more interested into their solution or similar rather than pushing too hard for bidir rendering which seems to be always too slow for most real world production uses.
Great news!Dade wrote: Fri Jan 11, 2019 10:23 am The upcoming GI cache renders caustics for free even with Path tracing. It can render SDS paths too, something even BiDir can not render (it requires vertex merging with BiDirVM).
It is Vray-like photon mapping so "splotches" can happen but it is usually the result of not having traced enough photons, etc.lacilaci wrote: Fri Jan 11, 2019 11:40 am Oh boy... that's what I'm talking about! RIP bidirWon't it suffer from similar problems like DLCS?(Splotches)
Interesting. So when can I try?Dade wrote: Fri Jan 11, 2019 12:47 pmIt is Vray-like photon mapping so "splotches" can happen but it is usually the result of not having traced enough photons, etc.lacilaci wrote: Fri Jan 11, 2019 11:40 am Oh boy... that's what I'm talking about! RIP bidirWon't it suffer from similar problems like DLCS?(Splotches)
You already answer me even if you don't know i've asked the sameIt is Vray-like photon mapping so "splotches" can happen but it is usually the result of not having traced enough photons, etc.
Very interesting!
Well I hope it's not too much like photon mapping in mental ray with all the light leaks and loss of small objects in shadows... also, memory...epilectrolytics wrote: Fri Jan 11, 2019 1:48 pmVery interesting!
I thought GI cache was storing information about the brightness on surfaces during the rendering when samples happen to hit there.
But do you mean it's more like real photon mapping where photons are actively shot from the light sources in order to establish a map with the bright areas first and so give the path tracing a head start where to find them instead of waiting passively till they emerge during the render?
(Maybe there is a paper somewhere with explanations?)