Please add procedural animated caustics
- Elvissuperstar007
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it’s not the stone, the stone is configured according to the physics of diamond, there are a lot of them scattered in the scene, and the scene itself has 19 gigabytes of video memory
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Thank you. But your ior of diamond is incorrect but yes ior should be 2.384 because you don't forget to use "dispersion coefficient". Or if you want to change "dispersion mode" from "disper. coeff." to abbe number with 65.6 and then you stay ior 2.417.Elvissuperstar007 wrote:it’s not the stone, the stone is configured according to the physics of diamond, there are a lot of them scattered in the scene, and the scene itself has 19 gigabytes of video memory

But I will test to render your FBX...

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- Elvissuperstar007
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By the way, I divided the phonon part, the Path Tracing part,
I can archive the entire scene, but this is 3D max, and you can test it yourself, caustics do not appear as quickly as it seems, but it’s not even a matter of caustics, in photons the rendering of the scene occurs more slowly. I set the dispersion as I saw in a wild diamond, I am a jewelry maker and on a clean stone I set it to 0.02, but for a wild one 0.01 is better.
This doesn't change the question, why not add procedural caustics? I am sure that all people associated with cinema and animation will only say yes! Yes, we can use texture sequetion from other programs, but it may not be stable, any animation rendering that uses sequetion in parallel can break and crash. And most importantly, it takes up precious video memory in difficult scenes.
Most of the procedural maps added to the octane library are meaningless, no one uses them, but this one will
I can archive the entire scene, but this is 3D max, and you can test it yourself, caustics do not appear as quickly as it seems, but it’s not even a matter of caustics, in photons the rendering of the scene occurs more slowly. I set the dispersion as I saw in a wild diamond, I am a jewelry maker and on a clean stone I set it to 0.02, but for a wild one 0.01 is better.
This doesn't change the question, why not add procedural caustics? I am sure that all people associated with cinema and animation will only say yes! Yes, we can use texture sequetion from other programs, but it may not be stable, any animation rendering that uses sequetion in parallel can break and crash. And most importantly, it takes up precious video memory in difficult scenes.
Most of the procedural maps added to the octane library are meaningless, no one uses them, but this one will
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- Elvissuperstar007
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viewtopic.php?f=27&t=84470
The caustics work depending on the size of the source, I know this, it’s not a matter of caustics, but a fake effect for animations, At one time we promoted realistic metals and hair, now my goal is for developers to create caustics like this
The caustics work depending on the size of the source, I know this, it’s not a matter of caustics, but a fake effect for animations, At one time we promoted realistic metals and hair, now my goal is for developers to create caustics like this
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Sounds... your ultra-low perfornance and too high VRAM size used are abnormal.
I got ~33 MS/s and only 3 GB VRAM used on my RTX 4090: lol
I got ~33 MS/s and only 3 GB VRAM used on my RTX 4090: lol

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- Elvissuperstar007
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I didn't write anywhere that there is no caustics, I wrote that heavy scenes with caustics are very long, and I need fake ways to get caustics that are hidden behind the wall, why should I create a whole ocean for the sake of caustics behind the wall? If it is hidden, and I only need the effect on the ceiling from this ocean, I don't understand why you are laughing! You haven't even seen my scene in your eyes, and you're testing five stones that I have separately also render quickly. you are laughing at the one who helped make the direct engine more realistic, if I write what is necessary, it means it is very necessary.
just look at the library of octane shaders, who made them, and then smile, it was all done long before octane could do anything, everything was done fake by creating test scenes and attempts to repeat the original. , these were distant 2009-2013
But it should not just be in the procedural maps, but it should be a function in the light sources of variations of procedural light maps, one of them is caustics with animation and dispersion function, it is like absorption parameter only fake. Why should it be in the sources? People rarely go to the procedural map library and don't know and IES maps should change shape in real time without loading these maps, this should all be the base of the light source!
just look at the library of octane shaders, who made them, and then smile, it was all done long before octane could do anything, everything was done fake by creating test scenes and attempts to repeat the original. , these were distant 2009-2013
But it should not just be in the procedural maps, but it should be a function in the light sources of variations of procedural light maps, one of them is caustics with animation and dispersion function, it is like absorption parameter only fake. Why should it be in the sources? People rarely go to the procedural map library and don't know and IES maps should change shape in real time without loading these maps, this should all be the base of the light source!
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Your scene is heavy. How many polygons does this have?
Am I laughing? No, "lol" doesn't mean laugh. But yes "lol" means the head horizontally and slowly quaking (= "no") + "happy".
Am I laughing? No, "lol" doesn't mean laugh. But yes "lol" means the head horizontally and slowly quaking (= "no") + "happy".

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- Elvissuperstar007
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Let me explain it more simply, when starting this project, the customer spent a long time choosing rendering engines, I showed the same test that Octane renders a lot of diamonds very quickly, but as soon as I assembled the entire scene, the speed became even worse than those engines that they abandoned. Now I understand why this post?
I have no intention of insulting your knowledge, I just wrote a post and showed an idea on how to speed up some scenes.
The problem is that we have almost assembled the scenes for animation and set everything up for octane. When we start rendering, I will receive criticism from the client, for them I will become a deceiver, although I know octane very well since 2009, but even here I did not expect such a drop in speed on 4090
I have no intention of insulting your knowledge, I just wrote a post and showed an idea on how to speed up some scenes.
The problem is that we have almost assembled the scenes for animation and set everything up for octane. When we start rendering, I will receive criticism from the client, for them I will become a deceiver, although I know octane very well since 2009, but even here I did not expect such a drop in speed on 4090
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- Elvissuperstar007
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I’ll just upload a scene here for developers for 3D max tomorrow, it will be easier to understand why there is such a drop in speed, I optimized the textures of the megascans as much as possible without losing quality, the source code completely broke the octane rating, as soon as I switched to RAM, it turned out that the megascans eat up a lot of RAM, the video memory simply ran out immediately.
the scene in my instance, but not in an octane proxy, in a deadline where people work in different programs cannot be transferred to a proxy
the scene in my instance, but not in an octane proxy, in a deadline where people work in different programs cannot be transferred to a proxy
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- Elvissuperstar007
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That's what the caustics procedure is for! If I rendered this with real caustics for one frame, I would have waited forever! The procedural map would have a very wide application, as an artistic effect, for the ocean, for the depths of the sea, swimming pools.
and it is important where it works and how the normal map
and it is important where it works and how the normal map
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