MJ
MJ
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 ? 
@elfrank Will there be support for area lights anywhere in the future ?
Thankyou for your answer :)
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...