Pool test scene
Posted: Wed Aug 15, 2018 1:53 pm
Bidir 35k samples:
Path 7051k samples:
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At such high sample counts it's almost useless to continue rendering because this is exceeding the limits of floating point precision.
If the light source can be intersected by a ray (like area lights, sun or HDR), it can be done (even if most of the times will produce just a lot of fireflies if the light is not very large and easy to hit).
I was starting to think it wasn't going to get any better at about 3M.B.Y.O.B. wrote: Wed Aug 15, 2018 2:10 pm At such high sample counts it's almost useless to continue rendering because this is exceeding the limits of floating point precision.
Nice scene, I wonder why the caustics are so different.
I'll give it a go.jgrover110 wrote: Wed Aug 15, 2018 7:44 pm Try using the path engine with metropolis sampler. In my experience, this is the best method for rendering SDS caustics such as this.
Yes they are same values, all i changed was rendering method.jgrover110 wrote: Sat Aug 18, 2018 10:47 am The absorption looks stronger in that image. Are all the values being kept the same? Also, with the old Lux image, the refraction doesn't look as strong.
Sprocket wrote: Sat Aug 18, 2018 12:38 pmYes they are same values, all i changed was rendering method.jgrover110 wrote: Sat Aug 18, 2018 10:47 am The absorption looks stronger in that image. Are all the values being kept the same? Also, with the old Lux image, the refraction doesn't look as strong.
The old lux scene uses a cauchy C value, the new has cauchy B. I just copied the value, but I think it should have been converted somehow.