Ganaboy2k
Ganaboy2k
I think I have an idea, I know if BRDF ray was traced to a light source during importance sampling, and I already know if the object hit on the...
Thanks for the reply Dzhdan, I am sticking to Reblur for everything(Running another instance of Relax, the overhead maybe too much atm), Here is what I have so far First...
> > Do you mean that "not-so-soft" static shadows become very blurry if they come from a disoccluded region? > > Since by default NRD is designed to work with...
Another Idea was running a SIGMA denoiser since that is very fast just for the shadows(I believe it can denoise all shadows together at once for locallights) and then somehow...
Reducing Prepass Radius - > Very bad, Introduces a lot of boiling, It makes sense as you are blurring the outliers, I went through your paper on Reblur to understand...
> * SIGMA is per light only, unfortunately. I tried, I failed. But it's very fast and it's just a must have for sun/moon shadows (Fashion Souls series always have...
> If everything is implemented correctly - yes, it's expected: slightly worse results. The main advantage of CB is that you cast rays everywhere (may be useful for AO/SO), but...
> Another "problematic area" for the probabilistic split approach is that `hitT` data becomes sparse, this is why: > > * NRD requires "hit distance reconstruction pass" to be enabled...