Project 10: soft shadows and glossy surfaces

Area lights (soft shadows) and glossy reflection/refraction. Since I am using path tracing I did the materials a little bit differently. For example, on the teapot I have combined a diffuse material with a reflective material. Also, I removed the ambient light since my skydome is providing extra light. I am using the reflection glossiness parameter as the radius of a sphere that I place at the end of the reflection ray (at distance = 1). I sample the sphere volume to find the new reflection direction. This scene has a spherical area light which is giving the soft shadows. 8,000 samples, 8 specular bounces, 4 diffuse bounces. Rendering time 2.9 hours using 32 cores.

Glossy Reflection/Refraction


This is a redo of the mechanical pencil in a glass of water. This time I used path tracing, and the only light source is an environment dome. I treated the entire environment image as a giant area light. I ended up with some caustics, but I didn't have enough samples so the caustics haven't been fully resolved. Also, there is a problem with how the pencil is being rendered. The faceted nature is being revealed even though I choose directions based on the given normal, not the geometry normal. This needs investigating. The second image shows my old rendering with illumination from 2 point lights. 6,000 samples, 32 specular bounces, 6 diffuse bounces. 6.7 hours on 32 cores.

Pencil in Water
Pencil in Water




In this attempt the glossy reflection directions were correct, but the material was still assigned to the object that was hit by the original reflection ray.

Glossy Reflection/Refraction


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