hello
I'm rendering fluidsurface with the basicliquid shader and I've got a big difference between raytrace and pbr when the water is close to the skin.
ray tracing takes very long to render compared to pbr. …
reflect and refract limit are 10.
basicliquid shader - difference between raytracing and pbr
2968 3 0- lulu116
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- tamte
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enable All Paths for Allowable Paths in PBR and set Diffuse Limit to 1 (at least)
to allow diffuse rays pass through refraction, you will get caustics for free (well, actually pretty expensive and noisy, but that's more physical way)
or
alternatively you can just exclude your drops from shadowcasting, less realistic, but faster
to allow diffuse rays pass through refraction, you will get caustics for free (well, actually pretty expensive and noisy, but that's more physical way)
or
alternatively you can just exclude your drops from shadowcasting, less realistic, but faster
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- lulu116
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tamte
enable All Paths for Allowable Paths in PBR and set Diffuse Limit to 1 (at least)
to allow diffuse rays pass through refraction, you will get caustics for free (well, actually pretty expensive and noisy, but that's more physical way)
or
alternatively you can just exclude your drops from shadowcasting, less realistic, but faster
thanks.it works fine , but as you said , expensive and noisy
luc
- lulu116
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- 54 posts
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tamte
enable All Paths for Allowable Paths in PBR and set Diffuse Limit to 1 (at least)
to allow diffuse rays pass through refraction, you will get caustics for free (well, actually pretty expensive and noisy, but that's more physical way)
or
alternatively you can just exclude your drops from shadowcasting, less realistic, but faster
thanks.it works fine , but as you said , expensive and noisy
luc
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