tomb wrote:some really hard lightpaths captured there!
I know you noticed the caustics on the wall reflected on the mirror
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tomb wrote:some really hard lightpaths captured there!

Dade wrote:tomb wrote:some really hard lightpaths captured there!
I know you noticed the caustics on the wall reflected on the mirror

binarycortex wrote:Yea, they look great. But I noticed a problem. It is not using the data from the tabulated data file. The water should be water colored.
SPPM: removed Volume related code (can't work, SPPM requires specific support) and the use of normal sampler for eye pass (it was a random sampler anyway). Reduced the memory required to store hit points. 

jeanphi wrote:Since only scattering will cause issues with SPPM, not absorption, wouldn't it be better to reactivate volume support and suggest the use of the "emission" volume integrator (it has no scattering)?
Also it'd be interesting to see renders of the "official" pool scene from the repository, it has more complex paths than this one and it should make SPPM really shine.


Dade wrote:Yes, I forgot that the volume integrator can be used for something else than scattering. I will restore the code but as you know, scattering support will require a very specific code path (i.e. store an hit point where the scattering event is, etc.).

Dade wrote:First of all, the SPPM low frequency noise looks soooo much better than BiDir path tracing high frequency noise. Second, in my opinion, the SPPM water looks a lot better too.



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