Could this be done? Kind of like how brute force GI works... A subdivs value, and a multiplier?
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Brute Force Caustics
Check out my (rarely updated) blog @ http://macviz.blogspot.co.uk/
www.robertslimbrick.com
Cache nothing. Brute force everything.Tags: None
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Originally posted by Recon442 View PostYou can have them. Just set both primary and secondary GI to brute force, make sure both reflective and refractive caustics are enabled, and disable max. ray intensity. They will take ages to resolve thoughCheck out my (rarely updated) blog @ http://macviz.blogspot.co.uk/
www.robertslimbrick.com
Cache nothing. Brute force everything.
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Isnt this how they work if you turn on direct visualisation? You've got subdivions in the light and an overall scene multiplier.
I've been doing caustics like this for years, leave 'dont render final image on' and you can render it as a separate pass with only the lights and objects you want caustics on in the file.
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Originally posted by Neilg View PostIsnt this how they work if you turn on direct visualisation? You've got subdivions in the light and an overall scene multiplier.
Best regards,
VladoI only act like I know everything, Rogers.
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I see, you learn something new every day. I shall give this a go tomorrow. This is still photon mapped though, yes?
I just find it odd that every single aspect of rendering (not just with vray) has moved away from photon mapping, yet it still remains the go-to solution for caustics. Why is this?Check out my (rarely updated) blog @ http://macviz.blogspot.co.uk/
www.robertslimbrick.com
Cache nothing. Brute force everything.
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Originally posted by Macker View PostI see, you learn something new every day. I shall give this a go tomorrow. This is still photon mapped though, yes?
I just find it odd that every single aspect of rendering (not just with vray) has moved away from photon mapping, yet it still remains the go-to solution for caustics. Why is this?
Best regards,
VladoI only act like I know everything, Rogers.
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Why does photon mapping suit this so well and not other methods?Check out my (rarely updated) blog @ http://macviz.blogspot.co.uk/
www.robertslimbrick.com
Cache nothing. Brute force everything.
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Originally posted by Macker View PostWhy does photon mapping suit this so well and not other methods?
Best regards,
VladoI only act like I know everything, Rogers.
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Sorry to drag this back up, but would it not be possible to implement some kind of hybrid-biased/unbiased solution? Perhaps something that initially seeks out blurry/rough caustics (biased) and refines the result over time, gradually becoming more unbiased?
Does metropolis light transport not do a similar thing, but with the entire lighting solution?
I'd love to be able to have caustics permanently on, so that windows\large expanses of curtain walling reflect sunlight back down onto the road without using tens of gigabytes of RAM.Last edited by Macker; 28-03-2017, 06:55 AM.Check out my (rarely updated) blog @ http://macviz.blogspot.co.uk/
www.robertslimbrick.com
Cache nothing. Brute force everything.
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Originally posted by saudade View Posteverything is possible with programming.
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Originally posted by Dariusz Makowski (Dadal) View PostJust gotta wait for deepe learning to do caustics I guess... :- )
We mostly just need correct looking caustics, not neccassarily physically correct ones :PSoftware:
Windows 7 Ultimate x64 SP1
3ds Max 2016 SP4
V-Ray Adv 3.60.04
Hardware:
Intel Core i7-4930K @ 3.40 GHz
NVIDIA GeForce GTX 780 (4096MB RAM)
64GB RAM
DxDiag
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