Caustics - did you take a look at Vred Caustics?

Holy moly is this convenient and fast:

Are Vray caustics gonna evolve into something similar?
I would love to know what is being developed!

I think that took an hour to render at screen resolution, they speed up the video once he presses render.
vray’s caustics are pretty fast if you use direct visualisation and a bit of layering in post. they could do with a little work to make the process more intuitive though.

That’s true. I like to have a little bit intuitivity and ease of use though

We have much the same controls on lights (intensity multiplier and number of photons), and in the render panel (gathering radius and blur), besides the same approach (ie. photon mapping).
I find them quite reasonable, for location, naming and overall count, what should be made better?

I do have some ideas on making caustics setups more automatic out of the box, hopefully we can do that for Update 2. The Corona guys are also doing some research in this area which may be useful later on.

Best regards,
Vlado

I have to try a scene as in the video, but to me it looked easy. Easier than in vray, where I would have to make the plane light to a spot light so as not to have too many rays bouncing around. And the instant Preview blew me away,while in vray I have to wait for the calculations to see something.
vlado, I’m glad to hear you are thinking about improving them!

VRED is garbage for caustics. It looks easy in the video but getting them done correctly is a pain in the arse, as is most things in VRED.

Haha, ok. Nice to know that someone from staud is saying that .
althoughi have to say vred is easy to use… Until you want to be flexible to really produce something more complex than just HDRI lighting for a Backplate.. Then it gets frustrating.

Ok now I want those Corona caustics in vray asap.
developers, @vlado Any idea when this will be implemented into vray?

See here,

Thanks for the feedback so far, keep it coming :slight_smile:

With regards to the V-Ray denoiser and glass, if you enable the “Affect all channels” option for refraction in the glass material, the denoiser will do a much better job out of it as the necessary render elements for denoising will be propagated through the glass.

For the two engines progressing differently, while I see Nicinus’ point of view, it also gives us a chance to explore different ways of doing things. For example, I would like to explore a slightly different way of doing caustics than the method Corona implemented right now.

Best regards,
Vlado

Ok cool, didn’t catch that. Thank you.