https://youtube.com/@mandyxia8428?si=jyLOK4jYcdkD4ANj
Would LOVE to someday soon see a "Wave Optics" kernel in Octane! Can't think of anything more scientifically accurate than the literal simulation of light waves (Interference, diffraction, and polarization)!
Wave Optics Kernel
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
- ValorCatStudios
- Posts: 2
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Head of Animation @Microwave Studios
Founder of Valor Cat Studios www.valorcatstudios.com
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Fedora Silverblue
Founder of Valor Cat Studios www.valorcatstudios.com
2x 4090s & 2x 3070 mobile / 128GB DDR4
Fedora Silverblue
No such thing as this, perhaps not even in distant future with quantum computing level of power, given how virtually infinitely intricate the reality is. Physically plausible is as far as any renderer can go, where renderer is referring to CGI production rendering software, unlike scientific oriented simulation software from and for laboratories that are purposed for research instead of commercial visualization / VFX.ValorCatStudios wrote:scientifically accurate
However, this philosophy has always been in Octane's DNA, such as, but not limited to: spectral light transportation model, physically plausible material layering, features from the universal camera and technically, some unavailable features such as fluorescent, to only name a few.

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We don't need this new kernel but yes the path tracing kernel is supported by birefringence (polarization... included but future), diffraction (future but available on Cinema 4D)... materials. 

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- ValorCatStudios
- Posts: 2
- Joined: Tue Apr 21, 2020 10:25 pm
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Polarization is only 1/3 component of the physical properties of lightwave interaction. Interference and diffraction also should have a tremendous effect on how light wraps around an object.
And I would argue scientific accuracy has been a major part of OTOY's DNA (I've watched every "state of otoy" video under the sun!)
L1: Direct lighting
L2: Spectral Brigade R&D
L3: Spectral Pathtracing
L4: Photon Tracing
L4: PMC (Metropolis Light Transport)
L5: ???? Wave Optics perhaps?
I love a diversity of options that literally no one else offers!!
And I would argue scientific accuracy has been a major part of OTOY's DNA (I've watched every "state of otoy" video under the sun!)
L1: Direct lighting
L2: Spectral Brigade R&D
L3: Spectral Pathtracing
L4: Photon Tracing
L4: PMC (Metropolis Light Transport)
L5: ???? Wave Optics perhaps?
I love a diversity of options that literally no one else offers!!
Head of Animation @Microwave Studios
Founder of Valor Cat Studios www.valorcatstudios.com
2x 4090s & 2x 3070 mobile / 128GB DDR4
Fedora Silverblue
Founder of Valor Cat Studios www.valorcatstudios.com
2x 4090s & 2x 3070 mobile / 128GB DDR4
Fedora Silverblue
As solely a terminology matter, and rather pedantic, a more appropriate wording would be "physically plausible / physical plausibility", as it must be emphasized that the software is not intended for actual scientists and labs (those do exist) but "3d image makers", essentially art and visual entertainment.ValorCatStudios wrote: And I would argue scientific accuracy
That said "DNA trait" is undeniably a strength and quality-of-life.
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FALSE!ValorCatStudios wrote:...
L3: Spectral Pathtracing
L4: Photon Tracing
L4: PMC (Metropolis Light Transport)
L5: ???? Wave Optics perhaps?
I love a diversity of options that literally no one else offers!!
I correct your errors:
L3: PMC (for few various caustics missed - OR since v3.00 is caustics later than v2.25 at same S/px)
L4: Photon Tracing (for variable caustics (new) missed and/or glitched (learn - Variable caustics (new): Path Tracing vs Photon Tracing), if the glossy ground has roughness with less than 0.3 or 0.4)
L5: Path Tracing (spectral... included) (or Wave Optics? Dunno due to the lack of our test) but unfortunately we need very, very long number of samples per pixel with very long render time for very good caustics at our sun source.

L5 is highest realism of lighting level.

NOTE: I'm sorry for bad english due to mute 
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No error to correct as only the name of the Kernels were mentioned.nuno1980 wrote:FALSE!
I correct your errors
That's the nature of path tracing and the case for all uni-directional Monte Carlo path tracers.nuno1980 wrote: L5: Path Tracing (spectral... included) (or Wave Optics? Dunno due to the lack of our test) but unfortunately we need very, very long number of samples per pixel with very long render time for very good caustics at our sun source.
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But... I think @ValorCatStudios will make mistakes.skientia wrote:No error to correct as only the name of the Kernels were mentioned.
Well, bidirectional path tracing (PT) is quick caustics but... indirect caustics aren't quick. Bidir PT is as faster as uni-directional PT for indirect caustics.That's the nature of path tracing and the case for all uni-directional Monte Carlo path tracers.

NOTE: I'm sorry for bad english due to mute 
i7-12700KF
2x16GB RAM@DDR4-3600
MSI PRO Z690-A DDR4
Zotac GF RTX 4090 <3
SSDs OCZ RD400 0.5TB and Crucial 2TB SATA3
HDD 1TB SATA2
LG BD-RE BH16NS40
PSU 1kW
CRT 19" Samtron 19"

i7-12700KF
2x16GB RAM@DDR4-3600
MSI PRO Z690-A DDR4
Zotac GF RTX 4090 <3

SSDs OCZ RD400 0.5TB and Crucial 2TB SATA3
HDD 1TB SATA2
LG BD-RE BH16NS40
PSU 1kW
CRT 19" Samtron 19"

That's prejudice and a bold assumption.nuno1980 wrote:But... I think @ValorCatStudios will make mistakes.skientia wrote:No error to correct as only the name of the Kernels were mentioned.
The discussion around caustics and PT is rather futile as Photon Tracing is available. It covers most end-user use cases in a relatively quite elegant and examplary way.
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