[Bf-cycles] BPT Caustic Samples?

lsscpp lsscpp at gmail.com
Thu Aug 25 12:07:58 CEST 2016

​Isn't this already in being it the filter glossy feature?​

> I know what do you mean, you want a sampling for caustics only, let's see
> how caustics are created:
> ray emit from the camera, hit a diffuse surface, bounce to a
> glossy/refraction surface (with low roughness), hit the light.
> so to get a better caustics you will need to increase diffuse samples.
> but on the material side, you can catch indirect caustics, but using is
> singular ray and is glossy/refraction rays for low roughness shaders.
> to catch direct caustics, you will need first bounce to be "is diffuse
> ray?" when your actual shader is a glossy/refraction material.
> to reduce caustic noise you will need to increase roughness of your
> glossy/refraction shader after the diffuse ray. (this will allow to catch
> more light paths).
> hope I didn't mess anything, if I mentioned anything wrong others may
> correct, thanks.
> On Tue, Aug 23, 2016 at 6:20 PM, Zauber Paracelsus <zauber at gridmail.org <https://lists.blender.org/mailman/listinfo/bf-cycles>>
> wrote:
> >* Could you clarify your meaning?
> *>>* On 08/23/2016 12:09 PM, Mohamed Sakr wrote:
> *>* > I guess you can catch caustic samples using is singular ray?
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