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Re: OR since v3.00 is caustics later than v2.25 at same S/px
Posted: Mon Aug 29, 2016 10:05 am
by nuno1980
Are you still investigating this issue? New v3.0x or v3.1x?
Re: OR since v3.00 is caustics later than v2.25 at same S/px
Posted: Fri Sep 02, 2016 11:50 am
by nuno1980
Re: OR since v3.00 is caustics later than v2.25 at same S/px
Posted: Mon Sep 05, 2016 9:18 pm
by nuno1980
No any response...

Re: OR since v3.00 is caustics later than v2.25 at same S/px
Posted: Wed Sep 07, 2016 12:22 am
by nuno1980
I'm worried because the response is too slow. Therefore, the price of OR may be BAD.
Re: OR since v3.00 is caustics later than v2.25 at same S/px
Posted: Thu Sep 15, 2016 9:51 pm
by nuno1980
@roeland: Are you working in progress to fix this issue?
Re: OR since v3.00 is caustics later than v2.25 at same S/px
Posted: Thu Aug 23, 2018 9:01 pm
by nuno1980
Almost 2 years later... Still no fix... I tested OR V4RC1 but nothing fix again yet...
OR v2.25 is normal

- PMC@44 diff-,@82 spec-depth,@10k rejects; 120k spp - 32h17min running my EVGA GF GTX 980 Ti SC+.
--- OR v4 RC1, v3.0x and early v4:
Few caustics are BADLY missed without "caustic blur".
Seems to be normal at caustic blur 0.01
-----> Can you find any problem of PMC kernel of OR v3/early v4? 10k-reject is wrong as bug because I think only 1000-reject (this number HIDDEN of rejects), ok?
--- Download ORBX --
Re: OR since v3.00 is caustics later than v2.25 at same S/px
Posted: Sun Sep 02, 2018 10:50 pm
by nuno1980
Re: OR since v3.00 is caustics later than v2.25 at same S/px
Posted: Fri Oct 05, 2018 11:28 am
by nuno1980
New image rendered
It's normal in v2.26.1 -> See difference of images rendered between this new image and «Few caustics are BADLY missed without "caustic blur"» (Thu Aug 23, 2018 9:01 pm UTC).
Same caustics = same render time but v3/early v4 is more ~2.5x number of samples per pixel than v2 but v3/early v4 loses/misses few caustics.
Re: OR since v3.00 is caustics later than v2.25 at same S/px
Posted: Mon Jan 28, 2019 10:13 pm
by FAZ
Yo homie!
Why not use Pathtracing?
6000 samples
diffuse = 4
Caustic Blur = .01
GI Clamp = 700
Make sure "fake shadows" is OFF.
If you want to get rid of more spots, lower "Hot Pixel Removal". Using "dispersion" in clear materials makes this almost impossible.
The way your liquids are sitting inside of the glass looks wrong. Check make sure dielectrics your model is correct for this kind of thing. See...
viewtopic.php?f=101&t=68220
Re: OR since v3.00 is caustics later than v2.25 at same S/px
Posted: Mon May 02, 2022 2:13 pm
by nuno1980
3.5 years later...
New OR 2022.1 XB1 with new
Photon Tracing kernel and AI Denoiser!

- OR 2022.1 xb1 - new photon tracing.png (122.87 KiB) Viewed 2940 times
Thank you!