Oh wow I get a mention, nice! I'm super looking forward to the future of this project. It's crazy how much it can boost image quality even now. Can't wait to see what happens once other kinds of paths are also guided
Awesome!! At 23:25, Felix talks about when path guiding can be used to solve for caustics... He said that if there is a scene where it is likely for the caustic to be sampled at 2000 samples, then path guiding will help. Does that mean that the number of training samples in that case would have to go as high as 2000 (i.e., should the number of training samples be high enough such that while training, the path is connected?)
I’m pretty math literate, and I’d love to hear more about the math. I’m going to assume the equations you showed at the first are the real deal and tear them down on my own.
Thank you for this! Is path guiding a feature for CPU as well however? Especially for us Linux / AMD users on the free amdgpu driver and older GCN video cards, we don't benefit from such things as GPU support in Cycles: Cycles can be used to create short animations, but even then you can't go past 64 samples unless you want to render for over a month... a new way to reduce the noise when using few samples is a great way to compensate for that.
I think this is great but I guess only when combined with Optix and not instead of Optix? I doubt there will be a huge speed boost if we'd have to drop Optix. Is this meant as an additional option?
Seeing as you haven't received an answer, I might as well give you my heresay.. I'd been wondering the same thing and saw a post on a forum saying that because it's still pretty early days, they want to get it to a more mature place before adding GPU support. I guess it's that much easier to continue working on it while it's CPU only or something
I wish this was used to add a non-existent refractive/reflective caustics to Blender. Current implementation is fake and doesn't even work for nested refractive objects. It's a huge drawback of Blender which makes it impossible to render realistic scenes with glass/liquids inside of glass.
Oh wow I get a mention, nice!
I'm super looking forward to the future of this project. It's crazy how much it can boost image quality even now. Can't wait to see what happens once other kinds of paths are also guided
when ?
@@poopiecon1489 when what
@@poopiecon1489 what did you mean by "when ?"
@@Kram1032 when in the video timeline
@@poopiecon1489 a mention?
Pretty much at the end - check the slide at 27:25
Awesome! Everything that gives more realism to renders is awesome.
Cool stuff, as they always say, blender just keeps getting more amazing by the day.
This is going to be amazing! Can't wait. Awesome keynotes all around
Thanks Sebastian
Excellent talk
This will change everything so psyched
super interesting, great talk!
Awesome!! At 23:25, Felix talks about when path guiding can be used to solve for caustics... He said that if there is a scene where it is likely for the caustic to be sampled at 2000 samples, then path guiding will help. Does that mean that the number of training samples in that case would have to go as high as 2000 (i.e., should the number of training samples be high enough such that while training, the path is connected?)
A fascinating presentation. Thank you. Dg
I’m pretty math literate, and I’d love to hear more about the math. I’m going to assume the equations you showed at the first are the real deal and tear them down on my own.
Thank you for this! Is path guiding a feature for CPU as well however? Especially for us Linux / AMD users on the free amdgpu driver and older GCN video cards, we don't benefit from such things as GPU support in Cycles: Cycles can be used to create short animations, but even then you can't go past 64 samples unless you want to render for over a month... a new way to reduce the noise when using few samples is a great way to compensate for that.
Currently, path guiding is CPU only.
So cool.
@18:20 - big difference.
When do you guys think is gonna be implemented path guiding on volumetrics? That would be super helpfull!
Noiiiiiiice
great
I think this is great but I guess only when combined with Optix and not instead of Optix? I doubt there will be a huge speed boost if we'd have to drop Optix. Is this meant as an additional option?
Any ideas when it will be GPU supported?
Seeing as you haven't received an answer, I might as well give you my heresay.. I'd been wondering the same thing and saw a post on a forum saying that because it's still pretty early days, they want to get it to a more mature place before adding GPU support. I guess it's that much easier to continue working on it while it's CPU only or something
@@SamEmilio2 Thanks Sam. Nobody uses CPU rendering anymore in the CGI World...
gpu pathguiding can't come soon enough
3.4 just released, and path guiding is only for cpu, big bummer.
Yeah, I've tested it on Monster scene, and to be honest I don't see the difference.
For now. Judging from the responses, I’d be very surprised if a GPU implementation didn’t show up in Blender soon. Those guys are really responsive.
Do we know when it might be available for GPU?
I wish this was used to add a non-existent refractive/reflective caustics to Blender. Current implementation is fake and doesn't even work for nested refractive objects. It's a huge drawback of Blender which makes it impossible to render realistic scenes with glass/liquids inside of glass.
This is going to be a game changer.
agreed
In recent years we've had so many improvements to performance it's nuts
You got that right, brother!