MJ

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I do not think there is support for transparency mask yet in this ray-tracer.

Update: On removing the fibres the model looks fine in raytracing mode . So is this to do with the BVH structure in the raytracer ? ![without fibres](https://user-images.githubusercontent.com/24234466/95018590-a8929700-0658-11eb-93de-10e7de46a44f.PNG)

@elfrank Will there be support for area lights anywhere in the future ?

This beats nvidia Iray in many ways: http://www.cs.tut.fi/~foi/papers/Koskela-TOG-2019-Blockwise_Multi_Order_Feature_Regression_for_Real_Time_Path_Tracing_Reconstruction.pdf Their source code is also available

Yes! Iray uses the Optix Denoiser.

I have not checked how the ray tracing shader works but the rasterized output is quite simple with the last value of the vec4 controlling the transparency. Also I am...

Thanks for your input! How difficult would it be to introduce say a transmissive material in your ray tracer with a control over transparency? Any papers you can point out...

Love to see this outside of the shader. Is this IOR uniform exposed in the material properties in the latest version ? Meanwhile here is what Disney did : https://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_slides.pdf...

Sorting of objects from back to front is already done with threejs by **[default](https://threejs.org/docs/#api/en/renderers/WebGLRenderer.sortObjects).** But the the nvidia guy gave multiple options: https://devtalk.nvidia.com/default/topic/913414/optix/how-can-optix-solve-the-problem-of-z-fighting-/ 1) Increase BVH precision, 2) Offset the...