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Only really needed if we implement more general area lighting, in which case scenes with dielectrics generate caustics which don't resolve well in a uni-directional pathtracer.
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I'm trying to figure out how to insert lights within a pathtracing generated scene. Link to the relevant codesanbox:
https://codesandbox.io/s/react-three-gpu-pathtracer-forked-g2l8l2?file=/src/App.…
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Pathtracing with shadowCatcherPlane enabled affects lighting in an unexpected way.
shadowCatcherPlane enabled (0, 0, 1, 0):
![box_shadowcatcher](https://user-images.githubusercontent.com/13589110…
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Demo address:
https://fishorbear.github.io/PathTracing-Renderer/dist/index.html
You can switch shader codes by clicking on the control button in the upper left corner, "Path" or "Mis".
https://…
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.blend file:
Steps to reproduce:
When using Luxcore in pathtracing mode the caustics from a transparent object doesn't show on a base
surface, unless you flip the normal(s) of the base surface…
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https://github.com/gkjohnson/three-gpu-pathtracer/issues/292#issuecomment-1913160472
> I would like to contribute an SVGF implementation.
>
> I have implemented the temporal filter and spatial fi…
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Hello!
How can I render the existing scene with different mesh (BufferGeometry + some Materials) with PathTracing-Render?
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There is a bug in the engine with dx12.
Sometimes that work sometimes that crash with D3D12 Device Remove : DXGI_ERROR_DEVICE_HUNG.
I have noticed this crash arrived when I remove meshes with entity…
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Hello!
I would like to use this THREE.js-PathTracing-Renderer to render the 3D version of Freeciv:
https://www.fciv.net/
https://github.com/fciv-net/fciv-net
How should I go about upgrading th…