I pushed some commit which can be of interest
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changeset: 3615:dd2b744ae73d
summary: SPPM: fix direct light sampling with passthrough material
changeset: 3617:193c4e110120
summary: SPPM: fix direct light sampling issue with arealigh
Those are bugfixes of direct lighting. Normally directlighting in SPPM should now behave correctly (not creating light if there is architectural glass or LOT of fireflies removed)... (BinaryCortex: you where right, I was wrong, SPPM was bugged, I'm ashamed

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changeset: 3616:d6313258d504
summary: SPPM: remove the glossy threshold behavior
changeset: 3619:5209b387c31b
summary: SPPM: add one parameter *storeglossy*
Ok, you will kill me. I removed the glossythreshold. It is bugged, not mathematically correct, and bugged. Normally with default settings SPPM is able to render anything correctly (except if there is path with only glossy surfaces and point light).
To improve the rendering of glossy surface you can:
- enable direct lighting in SPPM.
- Use glossyCoating with matte base material, it should work like the previous glossythreshold, but without bugs

For those who still have issues with glossy, or good reasons, I added a setting "storeglossy" which will store hitpoints on glossy. Use it with caution because It may get a lot of ugliness in your renders, but it will gives you correct result (in more time)
- Code: Select all
changeset: 3620:aa00a3f165cc
summary: SPPM: change default values
I changed two default behavior in SPPM:
- direct lighting is now ON by default (Any reason to switch it off is a bug and should be reported so we can fix it)
- PPM proba is now ON by default (I'm planning of removing the old heuristic soon, so please, give feedbacks)