abstrax wrote:
It's extremely hard to "turn caustics off" as they are basically just indirect light. And you want indirect light in a global illumination rendering, don't you?
To the sliders: There are basically two new sliders in the kernel: "exploration strength" and "direct light importance".
The exploration strength specifies how long the kernel investigates good paths before it tries to find a new path. If you lower it, your image becomes more noisy. If you increase it, it becomes more "splotchy".
The direct light importance makes the kernel focus more on paths with indirect light. For example, imagine sunlight through a window creates a bright spot on the floor. If the direct light importance is 1, the kernel would sample this area a lot, although it becomes clean very quickly. If you reduce the direct light importance the kernel reduces its efforts to sample that area.
Cheers,
Marcus
Clamp them as maxwell and fry did...
Thanks for the info about sliders..
Anyway here is my tests. Engine "pumps" pixels quite good as I expected
- I notice the bump fix, but now it looks too much (wood and kitchen doors) , compared with older version.
- sun shines trough windows glass, put some nice caustics on ceiling and illuminate the first room, then the light travels trough glossy glass on the doors and trough colored glass as well, which have dispersion and all this, for one hour rendering on GTX 480. Well heavy scenario , impossible for pathtracing engine.
- nice caustics. First appearance was around 14 sec. This is 15 min render.
All in all impressive kernel.