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 Post subject: Re: WebGL pathtracing
PostPosted: Thu Mar 08, 2012 8:23 am 
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Joined: Sat Mar 12, 2005 4:43 pm
Posts: 4992
Location: Luxembourg
indeed it looks fake to me too... :D

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 Post subject: Re: WebGL pathtracing
PostPosted: Thu Mar 08, 2012 10:48 am 
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Joined: Wed Apr 13, 2005 4:58 pm
Posts: 3034
Location: Madrid
Why?

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 Post subject: Re: WebGL pathtracing
PostPosted: Thu Mar 08, 2012 11:22 am 
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Joined: Tue Apr 07, 2009 5:28 pm
Posts: 1890
Location: Tampa FL, USA
I didn't want to be the one who said it first, but I agree -- to start with the caustics look overdone, and the perspective is odd too.

I'm not saying the solution is wrong per se, but I think the setup may not be realistically lit... or more like overlit -- it just looks too forced, or lacks subtlety.

Best,
Jason.

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 Post subject: Re: WebGL pathtracing
PostPosted: Thu Mar 08, 2012 12:13 pm 
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Joined: Sat Mar 12, 2005 4:43 pm
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Location: Luxembourg
Fernando Tella wrote:
Why?


first they look way too overdone.. and... no reflected caustics on bathtub..? :D

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 Post subject: Re: WebGL pathtracing
PostPosted: Thu Mar 08, 2012 12:17 pm 
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Joined: Tue Apr 07, 2009 5:28 pm
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Location: Tampa FL, USA
Good call there -- however it's still a pretty noisy render and it could be that those features (reflective caustics) are late solving in that engine.

I would say if this was a Maxwell Render I would assume something (or several things) were done wrong... in materials setup, or lighting (or both).

Best,
Jason.

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