Dispersive Glass in a Misty Forest
Posted: Thu Feb 22, 2018 9:28 pm
Hi, i'm faced with a problem of balancing (optimizing) the settings & values for what seems to be far more tricky scene than expected.
Scene description:
- Couple of trees (Leaves are Glossy Translucent, other materials Matte)
- Sphere (Glass with dispersion)
- Fog (Homogeneous Volume)
Problems:
1. Noise & fireflies are almost impossible to clear out. (eg. 4K crop)
2. Then Suggested clamping darkens the glass too much, glass becomes orange, yet in 4K fireflies are still present.
(A Thought - Could supersampling be implemented?)
3. Using Fog (Volume with scattering) unrealistically brightens the scene (even with Clear volume)
Exemplary scene 'GlassTreeFog' (link) also shows extra & different problems
I assume it's combination of Volume and Single faces (normals) looking the wrong way & I should thicken all the leaves... insane
But in this case noise & fireflies got cleared. Seems that lots of mesh intersections are the cause (tree crowns with glossy translucency in the bigger scene).
Oh, and another question that i'm interested in since problems seem to be relative to scene complexity: Which Light Strategy is used in the engine?
IIRC, some are heavy dependent on lights with the single setting that can cause huge headaches & it's slowly getting to me or it got me already.
Any help to better understand & advice on how to tackle this is more than welcome.
Scene description:
- Couple of trees (Leaves are Glossy Translucent, other materials Matte)
- Sphere (Glass with dispersion)
- Fog (Homogeneous Volume)
Problems:
1. Noise & fireflies are almost impossible to clear out. (eg. 4K crop)
2. Then Suggested clamping darkens the glass too much, glass becomes orange, yet in 4K fireflies are still present.
(A Thought - Could supersampling be implemented?)
3. Using Fog (Volume with scattering) unrealistically brightens the scene (even with Clear volume)
Exemplary scene 'GlassTreeFog' (link) also shows extra & different problems
I assume it's combination of Volume and Single faces (normals) looking the wrong way & I should thicken all the leaves... insane

But in this case noise & fireflies got cleared. Seems that lots of mesh intersections are the cause (tree crowns with glossy translucency in the bigger scene).
Oh, and another question that i'm interested in since problems seem to be relative to scene complexity: Which Light Strategy is used in the engine?
IIRC, some are heavy dependent on lights with the single setting that can cause huge headaches & it's slowly getting to me or it got me already.
Any help to better understand & advice on how to tackle this is more than welcome.