それぞれ同じシーンで雑に検証 M1 mac+C4D+Octane

R25/PR14/Rosetta/PathTracing 03:56
R26/2022.1 XB3/native/PathTracing 03:51
R26/2022.1 XB3/native/PhotonTracing 06:05

PhotonTracingは絵が変わるのは良いとして時間がめっちゃ遅いのでこれどうしようかなという感じ

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A quick preview of the three.js pathtracer material progress! Metalness, opacity, and glossiness are just about done. Still some work to go on transmission, emission, and alpha cutout, though. Demo soon!

https://t.co/OV0uLx0SA3

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More old screenshots of specular and diffuse lighting generated by hybrid screen space + probe space ray tracing.
Roughness maps are generated in-shader for demonstration purposes.

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My cyberpunk scene UE 4.27 pathtracing setting samples per pixel to 1 you get this great toon shader effect.
More info
https://t.co/No7hLTXn4r

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PBR Pathtracing with GGX+Smith specular and lambert diffuse model at various roughness/metalness parameters

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👈directlighting
👉Pathtracing

octaneレンダリング練習なのです。fogの色は光の色に依存することが言葉ではなく心で理解できた。absorptionとscatteringの違いがいまいちわからないなー。

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