I'm wondering if the reservoirs appear to be ineffective here simply because uniform sampling also finds a light too easily.
I'm wondering if the reservoirs appear to be ineffective here simply because uniform sampling also finds a light too easily.
How do you create the different scenes? Are they procedural, hardcoded, hand built in an editor or converted? And what voxel grid sizes do you support?
How do you create the different scenes? Are they procedural, hardcoded, hand built in an editor or converted? And what voxel grid sizes do you support?
You made it look deceptively easy to achieve, but my own attempt wasn't nearly as successful. 😬
Awesome job.
You made it look deceptively easy to achieve, but my own attempt wasn't nearly as successful. 😬
Awesome job.
Here's a model that it struggles to clean up: On the pico-mac-nano GitHub page, in 3D_model, pmn_rear_3_3.stl. It's the back of a Mac Plus case and the normals in the vents are inverted. Applying the magic flip fixes most but not all of them
Here's a model that it struggles to clean up: On the pico-mac-nano GitHub page, in 3D_model, pmn_rear_3_3.stl. It's the back of a Mac Plus case and the normals in the vents are inverted. Applying the magic flip fixes most but not all of them
I did get some good data out of it, so there's still some fun in it (:
I did get some good data out of it, so there's still some fun in it (:
The trick is finding a good way to display the dense volume. Still looking for good options.
The trick is finding a good way to display the dense volume. Still looking for good options.
I can't get the inside of the rainbow to look right and there is a strong chance that it is because it is the effect of interference.
Without constructive and destructive interference, I can get some of it but not the full rainbow effect...
I can't get the inside of the rainbow to look right and there is a strong chance that it is because it is the effect of interference.
Without constructive and destructive interference, I can get some of it but not the full rainbow effect...
I tried SDF displacement on triangle geometry recently. Looks like this would be a huge improvement on it.
bsky.app/profile/hike...
#MetalRT #rendering
Top-left: Typical path-tracer with a simple triangle-based model.
Other three: Same model input, with increasing displacement added while tracing the rays.
I tried SDF displacement on triangle geometry recently. Looks like this would be a huge improvement on it.
bsky.app/profile/hike...