Re: Light tracing and pool
Posted: Thu Aug 08, 2019 4:23 pm
@ lacilaci
The last render looks very good.
The last render looks very good.
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The problem with this "solution" is that the texture would emit light even in shadows unless I would actually made the texture according to lighting... and still it wouldn't be properly distorted nearing the water level.provisory wrote: Thu Aug 08, 2019 5:46 pm You could use some wavy textured emission (with disabled DLS) on the bottom of the pool.
(Of course, this is a crappy, fake solution that even Cycles able to do, but it looks, there isn't any better solution here either at the moment.)
Close... I'm hoping that the new soluiton will be faster and better stillFox wrote: Mon Sep 02, 2019 11:25 am I tested the BiDirVM. The caustics didn't got sharp at 4000 spp. Maybe better luck with dispersion and scattering off, or smaller start radius.
vm startradius 0.002.jpg
Nice test but it is not the kind of thing we should guess. it should work right out of the box. it is too computational intensive for that.I tested the BiDirVM. The caustics didn't got sharp at 4000 spp. Maybe better luck with dispersion and scattering off, or smaller start radius.
It's pretty intensive indeed.Sharlybg wrote: Mon Sep 02, 2019 1:57 pm Nice test but it is not the kind of thing we should guess. it should work right out of the box. it is too computational intensive for that.
Wow! What a relaxing view! Hope, water as warm as comfortable to dive in slowly.Fox wrote: Mon Sep 02, 2019 11:25 am I tested the BiDirVM. The caustics didn't got sharp at 4000 spp. Maybe better luck with dispersion and scattering off, or smaller start radius.
vm startradius 0.002.jpg
It must have been 8-10 hours overnight on e5 2620 v4 cpu.FarbigeWelt wrote: Mon Sep 02, 2019 6:01 pm Wow! What a relaxing view! Hope, water as warm as comfortable to dive in slowly.
How much time did this render take on what cpu?