Experiments with SSS and Chiang albedo inversion in my path tracer. Subsurface colors are a bit off compared to Cycles and Arnold but I guess I'll give up now after spending hours tying to figure out the reason. Time for some pretty pictures:
The free web version of "Physically Based Rendering: From Theory To Practice" is now based on the 4th edition of the book. Enjoy! (Link: https://t.co/N7CroKjKLC)
@mmalex So sorry to hear that :( Pets are family and seeing them pass away is never easy, especially for young ones. Hopefully, Winters gets to chase all the mice in cat heaven :)
@Jiayin_Cao@max_tarpini@andr3wmac@boksajak If you signup for the mailing list, they send out a status update every now and then. The latest one says they're planning for a Q1 2023 release due to the holidays
@mmalex@maxliani@Xelatihy @ejdeon @maxliani : This is the principled BSDF which uses GTR/GGX. Specular was set to 0.5 which corresponds to ior of 1.5. Roughness was 0.
@mmalex : There's a v2 of the BSDF under dev https://t.co/gFoGJ2LF8Y which uses some albedo tables for conserving energy. Perhaps this was it?
@Xelatihy@maxliani Out of curiosity, is there a good way to handle the energy conservation issue between the lobes/layers? Even Cycles just does diffuse + specular for the Principled BSDF and fails the furnace test:
My first baby steps in denoising of animation. That's hard. At the moment I use a lot of guiding masks for spatial and temporal parts, e.g. reactive mask with movement and ao-like mask.
A new blog post! @_JanKind Writes about the tricks he pulled to make it blazing fast to stochastically sample 100.000+ triangle lights https://t.co/p5cQ8wJLoL
Well, as outed by @pixarsrenderman last week, I made a thing for the latest RenderMan Art Challenge. Here's what I made! The title of my piece is "Catch!".
Link to higher quality image in case Twitter compression ruins everything: https://t.co/vIqveA2Tze
(1/6)
At the #HPG2022 in-person event, @BrianKaris presented his Journey to Nanite. He talked about the process of inventing the groundbreaking geometry engine in UE5, highlighting the perseverance, confidence, and fear that comes with research.
Watch it here: https://t.co/xVHLcBbK2m
Oh hi! We've teased enough, so without further ado: here's our new work on Airborn! Super-proud of the work everyone did! If you like it, spread the love. 🤗 https://t.co/hw1BYfEWLC A few more notes... 🧵 #airbornshowcase#unrealengine5#unreal5#gameart#visdev#conceptart 1/x
I have been working on a real-time GPU path tracing renderer called "Aurora" at #Autodesk, and I am happy to share that it will be made open source soon! See the announcement here, with more details to come: https://t.co/Naxoj5M1RQ #SIGGRAPH2022