Announcement

Collapse
No announcement yet.

Progressive Caustics for animation

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Progressive Caustics for animation

    Will the new caustics implementation in V-Ray 5 update 1 evolve to be suitable for animation as well (as it seems to be in Corona)?
    http://henrikbclausen.com

  • #2
    +1 and work in bucket mode if possible.

    Comment


    • #3
      Actually - the video presentation for V-Ray 5 update 1 does show progressive caustics used for animation in the arch viz swimming pool scene - so... it is for animation already? Or does it require a sampling amount that is extremely high and therefore not real-world usable for animation? I'm a bit confused.
      http://henrikbclausen.com

      Comment


      • #4
        It's a photon map, albeit progressive.
        Be judicious with scene set-up, and it's perfectly usable in animation.
        Turning it on in a standartd scene, with a gazillion reflective surfaces, and expecting it to converge to anything usable in a short time isn't going to work.
        Lele
        Trouble Stirrer in RnD @ Chaos
        ----------------------
        emanuele.lecchi@chaos.com

        Disclaimer:
        The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

        Comment


        • #5
          Thanks - I'll just have to give it a spin and check it out.
          But, since the disclaimer in the documentation states that it is "not suitable for animation rendering" - does this imply that there is something planned for the future to further remedy this - or is the "limitation" simply wedlocked to the way this computation works?
          http://henrikbclausen.com

          Comment


          • #6
            The documentation needs a bit of work on this, we got a bit late to it.
            Things may still refer to the traditional method, which would have likely required insane map sizes to be animation-stable.
            With this, however, it's perfectly possible to oversample the PM so that it can be used in animation, at the only expense of rendertime.
            Lele
            Trouble Stirrer in RnD @ Chaos
            ----------------------
            emanuele.lecchi@chaos.com

            Disclaimer:
            The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

            Comment


            • #7
              Got it - I'll just have to make a test. Thanks!
              http://henrikbclausen.com

              Comment

              Working...
              X