Sharlybg wrote: Fri Jul 09, 2021 8:37 am
i wonder how they achieve the sds caustic in the clay mirror scene you posted.
Assuming they use photon mapping SDS caustics are already included.
It is LuxCore light tracing (Path or BiDir) that cannot do SDS by design and needs additional caching.
LuxCore revolving cache is not bad IMHO but it needs further improvement like automatic variable lookup radius, some filter for firefly photons and a better integration that doesn't stop the GPU from rendering during cache building.
Also it makes no sense for background light (slow photon convergence), this renders way faster with plain path tracing, so differentiating per light type (sun caustics done by light tracing + SDS but sky caustics done via eye tracer) would be welcome if possible.