Simplifying octane caustics?
Posted: Fri Sep 09, 2016 4:54 pm
Hi, the other day I was playing around with lighting in Octane 3.0. Specifically, I was doing a test to see if I could get a light to hit a low-poly disco ball, and then have the resulting reflections/caustics hit the floor beneath it. I was able to get it to technically work by switching the kernel to pathtracing or PMC, But the render times were astronomical and the caustics were really grainy. Is there any way to simplify what the renderer has to think about in order to just render some basic caustics?
Either a solution within octane or a "cheater" xpresso rig would be really helpful
Either a solution within octane or a "cheater" xpresso rig would be really helpful