GRP1 discussion

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Re: GRP1 discussion

Post by 122675 » Thu Oct 10, 2013 2:08 pm

Thanks, but I just removed it and it works fine :P
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Re: GRP1 discussion

Post by 090004 » Thu Oct 10, 2013 3:28 pm

122675 wrote:Thanks, but I just removed it and it works fine :P
It probably will, but it's there for a reason ;)
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Re: GRP1 discussion

Post by 122675 » Thu Oct 10, 2013 5:03 pm

I'm sure there is a reason, but all the images I tested worked just fine :P

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Last edited by 122675 on Thu Oct 10, 2013 6:03 pm, edited 1 time in total.
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Re: GRP1 discussion

Post by 120448 » Thu Oct 10, 2013 6:00 pm

Are those bright spots on the plane caustics?
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Re: GRP1 discussion

Post by 122675 » Thu Oct 10, 2013 6:04 pm

I edited it to a better image, because I forgot to turn on AA on the last one and I like this one better. And yes, the bright spots are caustics :)
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Re: GRP1 discussion

Post by 120448 » Thu Oct 10, 2013 7:14 pm

Is it a path tracer then? Or can you also do caustics with a ray tracer? Jacco told me that caustics 'just appear' in a path tracer, but for some reason that doesn't work for me xD How did you do it?

Here's what I have for now:
Image
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Re: GRP1 discussion

Post by 122675 » Thu Oct 10, 2013 8:16 pm

That looks pretty cool! When I tried "inside" scenes I had a lot more noise than you have there, especially with such a small light source, any tricks you do to reduce noise?
Yes, I do have a path tracer and the caustics did indeed automatically appear. If the ray hits a diffuse surface it reflects it in a random direction. If that random direction goes through the glass ball and then hits a light source that means the first point you hit receives light. So caustics should be automatic, maybe your Russian Roulette or bounce limit stops the rays too early?
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Re: GRP1 discussion

Post by 120448 » Sat Oct 12, 2013 12:32 am

I'm only using AA and a lot of samples to reduce the noise. I worked on the caustics a bit and I have some light going through the glass now, but it still doesn't appear as bright as yours. What kind of light source do you have?

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Re: GRP1 discussion

Post by 122675 » Sat Oct 12, 2013 1:12 am

My light source is the HDR skydome which I did make quite bright. Also with the glass, I cheat by making rays that go from air to primitive use Fresnel as usual, but I make rays that go from primitive to air only refract. This way there are no rays bouncing around inside the glass sphere. I thought I did something wrong with my glass that I had to use this cheat, but apparently you have the same problem.
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Re: GRP1 discussion

Post by 120448 » Sat Oct 12, 2013 12:11 pm

I found out that my problem had nothing to do with the rays themselves. I was clipping the resulted color of each ray and therefor the final color could not get brighter than the material color. Thanks for your help anyway! I'm curious what your final project will be like. Any ideas on what you're going to add next?
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