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semi transparent shadows in direct lighting - WHEN???

Posted: Sun Jul 10, 2011 2:47 pm
by Refracty
Hi,
it is nice to see that RS did a big step by re coding the kernel and bring (full) multi gpu support.
Now that we are allmost on the top of the mountain seeing all the features like pmc, dispersion and so on I want to take a look back at the less realistic but still great Direct Lighting (ambient occl.) engine.
I really work a lot with this engine because it is really fast and I know that many users enjoy it especially to create animations.
But there is one thing bugging me (and others) for a long time:
The disability of having semi transparent shadows.
Lets say you have a glass cube. You assing an very transparent (oppacity 0.1) material (e.g. specular material) to the faces.
The light does not shine through the glass and the inner part is dark. Hmmm.
I know that you are aware of this and Randiance is thinking about a redesign of this engine but would it be possible to support transparent object shadows soon?
Is it neccessary to rewrite the whole dl engine for this 'little feature' (I know this little thing could be hard work).
Personally all the other stuff like instancing, SSS, are nice things but this is really a big stone in front of my way.
Let us now about your plans in this area please.
Thanks a lot.
Refracty

Re: semi transparent shadows in direct lighting - WHEN???

Posted: Sun Jul 10, 2011 3:32 pm
by Proupin
maybe it would not be that hard to exclude certain materials from the ambient occlusion? I think too this feature is key since direct lightning is all about ao and stuff

Re: semi transparent shadows in direct lighting - WHEN???

Posted: Sun Jul 10, 2011 3:48 pm
by Refracty
Proupin wrote:maybe it would not be that hard to exclude certain materials from the ambient occlusion? I think too this feature is key since direct lightning is all about ao and stuff
Exactly, a little checkbox in the material attributes "exclude from AO". That would be enough for now.
Please!

Re: semi transparent shadows in direct lighting - WHEN???

Posted: Sun Jul 10, 2011 4:36 pm
by bepeg4d
+1 i'm with you ;)
ciao beppe

Re: semi transparent shadows in direct lighting - WHEN???

Posted: Sun Jul 10, 2011 5:53 pm
by necko77
i agree with you and without direct lightning fast as it is i woudnt believe that rendering can be that fast but i miss GI,fast radiosity ot what ever would be great
for animation, for idea works even fast finals...
I hate to whait 3-5 or more hours to see unbiased render without noise on walls in interiors
I just cant whait optimization of PT and PMC and why not DL
if this never happens i will have to buy 2 gtx 590 at least :)

Re: semi transparent shadows in direct lighting - WHEN???

Posted: Sun Jul 10, 2011 6:07 pm
by Refracty
necko77 wrote:if this never happens i will have to buy 2 gtx 590 at least :)
...and can you imagine how fast Direct lighting will be with 2 590s ;)

I really hope the put some work into the DL Engine.

Re: semi transparent shadows in direct lighting - WHEN???

Posted: Sun Jul 10, 2011 6:14 pm
by necko77
yeah, DL would be real money maker...in no time we could have IES simulations, animations, we could render maxim size images, in 30 minutes i could have 100 renderings,
that could be somekind of real time render etc etc
so, if just light can pass trough transparent objects :) for beginning :=)

Re: semi transparent shadows in direct lighting - WHEN???

Posted: Sun Jul 10, 2011 6:26 pm
by Refracty
It is all about light. :)

Re: semi transparent shadows in direct lighting - WHEN???

Posted: Sun Jul 10, 2011 6:54 pm
by tyrot
DL=MONEY

Re: semi transparent shadows in direct lighting - WHEN???

Posted: Sun Jul 10, 2011 9:17 pm
by mirobimbo
I like speed renders, therefore i have bought octane. It means that 99% my renders is in directlight mode.
I understand, now kernel and multi gpu were necessary, but now i would like to see new function: sss, instancing, multi load obj in one scene, displacement ... and specially alpha shadows for directlight.