Hi Vlado,
Nice to know you.
a_lizzard wrote:
I wouldn't have answered normally since this is not the place for it, but since the comments were directed on me, I will say that I still hold to my original statement - caustics in mirrors or through glass are always going to be very difficult cases for Maxwell - if it stays unbiased. Look at the many posts where people complain that sunlight does not pass through glass windows... in some cases, this may be due to bugs, but in others it is the same limitation of "unbiasedness". Of course, eventually these effects will show up and will be noise-free - if you have the time to wait for them. Often, you won't have it, even if computers or Maxwell suddenly became 10 times faster.
It's not easy, but you know that is possible when dealing with no Dirac functions. It's true that in the limit (by for example user manipulation) you can make your area lights or your mirrors to became almost a dirac function, but it does not mean that there are no ways to compute them in an unbiased and efficient way. They are very complex to compute, but who says all this is easy... in a near future it will not be problematic for Maxwell at all.
The well known sun problem, is an unfinished issue due that is "waiting" for the next sky model that is close to come. It will render OK.
a_lizzard wrote:
Further on, the noise produced by Maxwell and the "biased" blurring of GI in V-Ray are both residual errors from solving the rendering equation. A noisy rendering is not any closer to the "real" smooth solution than a smooth, but blurred rendering. Replacing blurring by noise and vice versa simply changes how this error looks, but it is essentially the same thing.
Vlado, you know perfectly that error from noise and error from smoothing are completely different error metrics, that altough one can call them both error, it would be like putting in the same level the error in an inaccurate finite element subdivision for a fluid simulation or a radiosity, that the error to an analytical solution due to computers finite precision arithmetics.
This noise error will converge by its own to the solution of the render equation with no user intervention (no parameters) and the benefits are that there is no need for user settings. The smoothing error does not converge by its own and it needs the user to see and try again until he gets with something that he likes.
Best regards.