I’m using Cycles-X for a personal test project (archiv exterior and interior).
One of the rooms I’ve is with a big frosted glass on one side and two door-windows on the opposite side.
The lighting I’ve choosen for the whole scene put light inside this room just as indirect lighting.
Well, I can’t clean this. I’m trying everything (except denoising i don’t like) but with no luck.
I’m using a GTX1070 (not super fast card nowadays) but with 5000 samples I can’t clean and still noisy.
I hope they’ll introduce some caching system or something new that face these scenarios.
said this, I have to make my compliments for the update, comparing with 2.9x Cycles it seems clearly a great step.
Go on devs and show us the next features!
Depending on your GPU and the complexity of the scene you want to render you can even try disabling the tiling completely.
Just try rendering the same image a few times with different settings. I guess that even 2048px isn’t too small of a tile size to cause any negative effects on render time but your mileage may vary.
Yes, actually yes.
This room borders with the living room where the sunlight enters…so actually the light is coming from the frosted glass is indirect light of the living room.
I know that it’s not the best scenario, probably I have to use some area lights to fake this incoming indirect light but I’d like to avoid this kind of setup.
Yes, and on top of that example: you can also use a Lightpath node and bound the emission shader just to diffuse paths, so that everything else, included reflections, work just as a frosted glass.
Just make sure you’re emitting only in one direction
William will not be continuing as part of the Cycles team at the Blender Institute. Many thanks for his contributions to the project, and all the best for the future. We are looking into hiring another Cycles developer.
If im not mistaken you need that glass to use fake shadows or only caustic rays will get through into the room. Theres a hack in cycles where you use a mix shader node with your glass node, and mix it with a transparent node, then use the “is shadow ray” from the light path node as the mix factor.
@lukasstockner97 as I remember previous time you’ve been occupied by university - has anything change? You’ve been one of the most active (and still) contributor (NLM was groundbreaking!), knowing well Blender and Cycles code. Do you still consider joining Blender Institute?