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binarycortex wrote:SATtva wrote:I think lowdiscrepancy with 1 pixelsample is logically the same as random/linear, just slower.
When using sppm, those aren't even used. It has it's own internally defined samplers. I just do that because at one point it was causing an issue when you left it as metropolis. But I don't think that's an issue now.

J the Ninja wrote:binarycortex wrote:SATtva wrote:I think lowdiscrepancy with 1 pixelsample is logically the same as random/linear, just slower.
When using sppm, those aren't even used. It has it's own internally defined samplers. I just do that because at one point it was causing an issue when you left it as metropolis. But I don't think that's an issue now.
If you have the direct light sampling option enabled, selecting anything other than random makes it crash.

giuliojiang wrote:I have a question: does SPPM support dispersion (like with Cauchy fresnel texture)?

SATtva wrote:giuliojiang wrote:I have a question: does SPPM support dispersion (like with Cauchy fresnel texture)?
Of course it does. Currently it only lacks support for scattering media.
B.Y.O.B. wrote:Have a look: gallery2.php?g2_itemId=17086
giuliojiang wrote:B.Y.O.B. wrote:Have a look: gallery2.php?g2_itemId=17086
thanks
I have another question.
In the description of the image I read
"Classic cubo render. Test of SPPM in the dev branch. Photons per pass set to 100M, Starting radius 0.75 alpha 0.7 photon depth 1000."
by default in Lux1.0RC it's set to 48. Do I need to higher this value to get correct colored caustics?




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