Re: Light tracing and pool
Posted: Tue Aug 06, 2019 1:24 pm
hmm...lacilaci wrote: ↑Tue Aug 06, 2019 12:13 pmSure, this is the scene I'm testing all the possibilities in:epilectrolytics wrote: ↑Tue Aug 06, 2019 11:27 amYes, somehow PathCPU metro does faster pool caustics than BiDir, the other solution would be caustic cache.
From what I read you figured out everything yourself already, but if you might provide a scene with the wave bump texture I could do some testing as well.
poolCaustics_testscene.blend
Right now it seems building cache (in limited conditions) and reusing for full scene render is a way... (shitty and overcomplicated but it's something) the closest I can get is really only cycles+faking the whole thing... which can also look good but... not that good...
Sounds like a case for CPU+Metropolis computing in a cloud.