Walker wrote:Can you give me your render settings such Sampler, Accelerator, SurfaceIntegrator, VolumeIntegrator, PixelFilter?
Or something else that create internal reflection on your mind.
internal reflection will just happen depending on environment lighting.
Like on HDR map how high dynamic range is the map, how bright is sun compared to background.
Bigest impact is the light source size and how close or far it is from glass volume
http://www.luxrender.net/wiki/Creating_Beautiful_CausticsBTW i don't recommend ERPT method because the glow problem:

But compared with random sampler, it kind of magnifies caustics:

1'st image was with Tropical Beach HDR as only light source
http://www.hdrlabs.com/sibl/archive/2'nt and 3'rd was with Ice Lake
http://www.hdrlabs.com/sibl/archive/I think the 1'st image was something like:
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# Main Scene File
Renderer "sampler"
Sampler "random"
"integer pixelsamples" [16]
"string pixelsampler" ["vegas"]
Accelerator "qbvh"
SurfaceIntegrator "bidirectional"
"integer eyedepth" [1024]
"integer lightdepth" [1024]
"string strategy" ["all"]
"float eyerrthreshold" [1]
"float lightrrthreshold" [1]
VolumeIntegrator "multi"
"float stepsize" [0.010000000000000]
PixelFilter "gaussian"
"float xwidth" [3.000000000000000]
"float ywidth" [3.000000000000000]
"float alpha" [3.000000000000000]
Here is 9 hour 1500 S/p example i did with following settings:
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Renderer "sampler"
Sampler "random"
"integer pixelsamples" [64]
"string pixelsampler" ["vegas"]
Accelerator "qbvh"
SurfaceIntegrator "bidirectional"
"integer eyedepth" [256]
"integer lightdepth" [256]
"string strategy" ["one"]
"float eyerrthreshold" [1.000000000000000]
"float lightrrthreshold" [1.000000000000000]
VolumeIntegrator "multi"
"float stepsize" [0.009999999776483]
PixelFilter "gaussian"
"float xwidth" [3.000000000000000]
"float ywidth" [3.000000000000000]
"float alpha" [3.000000000000000]
Rendered on 2 dual cores
