Wave Optics Kernel

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nuno1980
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skientia wrote:That's prejudice and a bold assumption.

The discussion around caustics and PT is rather futile as Photon Tracing is available. It covers most end-user use cases in a relatively quite elegant and examplary way.
Ok but I continue to use PT kernel for highest realism of lighting for no any limitation as universal rays because PHT kernel and Wave Optics(?) can't render any light reflected and/or refracted at glossy and/or specular non-roughness material(s). PHT only(?) may not render any variable caustics, if the roughness of glossy ground has less than 0.3~0.4.

Can you understand this? ;)
NOTE: I'm sorry for bad english due to mute ;)

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skientia
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nuno1980 wrote:Ok but I continue to use PT kernel for highest realism of lighting for no any limitation as universal rays because PHT kernel and Wave Optics(?) can't render any light reflected and/or refracted at glossy and/or specular non-roughness material(s). PHT only(?) may not render any variable caustics, if the roughness of glossy ground has less than 0.3~0.4.

Can you understand this? ;)
Not in its current ambiguous and speculative state, especially without any concrete (white)papers and researches with cited sources.

The essential and simplified thought-process:
1. What is the current problem
> practical examples, not render-tests with absurd unconceivable settings that won't be viable in production (individual or studio)
2. What is/are the viable solutions
> (white)papers/researches, (practical) examples, and so forth. As conventionally done for years.

In any way, Octane caustics solutions — both in PT and Photon Tracing — are exemplary, efficient and versatile.
There little to nothing more needed at this point, besides the expected and typical constant improvements.
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nuno1980
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skientia wrote:In any way, Octane caustics solutions — both in PT and Photon Tracing — are exemplary, efficient and versatile.
There little to nothing more needed at this point, besides the expected and typical constant improvements.
I've knew this but I changed the kernel from PHT to PT since 2022 because the brightness issue for caustics only isn't fixed at PHT yet for 1 year ago -> check my «"Allow caustics": wrong brightness on caustics at Photon» topic. And, at PHT kernel, the variable caustics may be glitched on *glossy* ground with the roughness of less than 0.3~0.4. ;)
NOTE: I'm sorry for bad english due to mute ;)

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james_conkle
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Does anyone have an in-render way to get similar wave effects that come from heat in the air? Similar to the OP reference.
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skientia
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james_conkle wrote:Does anyone have an in-render way to get similar wave effects that come from heat in the air? Similar to the OP reference.
While it could be achieved in-render from a tailored VDB paired with an "atypical refractive-material" in complement to some rendering visibility "tricks", this is typically done in-post. Nowadays, compositing software (Nuke, Fusion...) support VDB and more recently, USD.
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