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Improved light sampling

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Ondra:
This should address most of the problems with persistent direct light noise:



It will be available in Alpha v6, which will be out shortly.

There will still be scenes where the result won't be as good, I will continue improving the sampler in the future to bring the same improvement to them.

edit: Less synthetic example:


Still not entirely a real problematic scene. I am hoping somebody will try it in daily builds once I do new build

Ludvik Koutny:
It should mostly help with these kind of scenarios: http://forum.corona-renderer.com/index.php/topic,316.msg18617.html#msg18617

In general, scenarios where CoronaLights are combined with CoronaLightMTL geometry emitters.

racoonart:
Holy... That looks awesome. So which kind of lightsources will be working better? Only "mesh" lights or all kind of light sources (including portals)?
[Edit] Ok, question is already answered

Ludvik Koutny:
Portals in Corona aren't really a light sources, they just tell renderer which direction should be sampled more.

Simplified explanation:
It will help in situation where mesh light steal sampling from object lights. In older build, if you made CoronaLight sphere and Sphere primitive with 64 polygons and LightMTL on it, then Sphere was considered to be 64 lights. So then, when lighting was sampled, there was considered to be 65 lights in scene, and CoronaLight sphere had equal importance as the remaining 64 of those polygons.

After this fix, polygons are not separate lights anymore, but grouped by the source objects. So one teapot is just one light, three teapots are three lights, and if you attach these three teapots together, they will be considered one light.

bilamofo:
If we are gonna express ourselves this way, then this was me against my lcd monitor:



kudos!

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