I see
I see
have some bunnies :3
Used a custom optix render to render them and my own implementation of the optix denoiser... Finally done with uni for this year yipeeeee
oopsie i messed up the gamma tehe, fixed it now :3
more render shenanigans
Now the transparent shader with global illumination :3
wooo i did, i managed to make a transparent shader
nuh uh
A QD-oled 240hz monitor. Its the msi mag 321UPX
I just realized that after about 12 im finally going to get my first gaming monitor. :3
My main screen has not even been a Monitor for the past 12 years. Its just been an old Philips tv lol
Nyo, its ours. All of it.
Apparently its going to be -9c the night between Friday and Saturday but then on Sunday its going to be 12c. Weather do be funky
Oh, the weather is funny now... Went from 10 c last week to snow and freezing. Currently around 0 c
this is why you need a denoiser for real-time raytracing even when it's hardware accelerated or you would get a result like this
1 sample/frame :3
like very noisy, this is after 30 samples/frames compared to before which was 6k samples/frames
Yipee path tracing with indirect lighting aka global illumination... kinda slow to get a good result tbh but it works. Very noisy if done in real-time but as a none real-time render it works. Looks better than the path tracing with just direct light aka direct illumination
i love that mood when you are sick and bored, so you decide to be productive. Such an odd mood to be in
well path traced indirect illumination
now for the fun part.... making it path traced
yup found a problem, forgot to remove the divide by three as I no longer loop over 3 vertices. Now the intensity is correct
soft shadows? Why not... might need a bit more work but that's the result after 1k samples/frames
wooo i fixed it, there was a term in my equation that went negative and that was why the black dots appeared. Result after 1.1k samples/frames
hmmm not entirely sure what is causing this error that causes black dots to appear in the x axis at y0 anyways it is now using progressive sampling instead of jittering to do antialiasing. On the left is the result after 10k frames/samples while on the right is after 600 samples.
I find it funny yet kinda depressing that people more South than me has snow already but im stuck here in the north with 10 degrees Celsius and rain
yipeee it works, can't believe my professor answered my emails 1:30 am to help me fix my code.
Wait you have not? You have really missed out for a while.
Le peek
uhh ups, i forgot what the time was while debugging... gotta run now :3
now there are boxes in the box and I fixed my shadow calculations :3. It Took me a while to fix as I did not realize most of the noise was from a value being too small aka t min was too small for calculating the shadow making the ray tracing flip out
i know you can't see any difference from the last time I posted my rendering of the CornellBox but that's the point as all I did was change how it loaded the obj file to use a BSP tree which means I have succeeded yipeeee