as usual, caustics are a problem.
i have a scene with condensation on a can. it could really do with some sparkly caustics stuff going on.
its both still and animation.. still is 10k res, and there are over 5 million tiny water droplets. animation has droplets flying round a lot.
droplets look kinda flat.
4 large area lights, gi turned off.
in both cases the photon-mapped caustics dont really stand chance. i had a couple of attempts, but after the usual "its calculating for 10 minutes, filling my ram, and there are no caustics visible" effort, i gave up. no way itll work anyway on a scene like this. ram is almost full with the particle calculations anyway.
i understand that brute force GI does its own caustics, but thats only from indirect lighting? is there a way to use that for direct caustics?
is today the day when Vlado says "actually ive found a nice way to do quick raytraced caustics at full detail with no settings to tweak"???
or maybe not.
i have a scene with condensation on a can. it could really do with some sparkly caustics stuff going on.
its both still and animation.. still is 10k res, and there are over 5 million tiny water droplets. animation has droplets flying round a lot.
droplets look kinda flat.
4 large area lights, gi turned off.
in both cases the photon-mapped caustics dont really stand chance. i had a couple of attempts, but after the usual "its calculating for 10 minutes, filling my ram, and there are no caustics visible" effort, i gave up. no way itll work anyway on a scene like this. ram is almost full with the particle calculations anyway.
i understand that brute force GI does its own caustics, but thats only from indirect lighting? is there a way to use that for direct caustics?
is today the day when Vlado says "actually ive found a nice way to do quick raytraced caustics at full detail with no settings to tweak"???
or maybe not.
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