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I am expanding what the pixel inspector can do, now capturing and visualizing light paths contributing to the pixel. The scattered paths are in yellow, NEE in red.

87,447 Aufrufe • vor 3 Jahren •via X (Twitter)

10 Kommentare

Profilbild von Bert Van den Bosch
Bert Van den Boschvor 3 Jahren

That looks really good for debugging, is it an option to individually iterate over these paths to really get a good look?

Profilbild von Max Liani
Max Lianivor 3 Jahren

Not yet, but I am working on it.

Profilbild von Sharlock93
Sharlock93vor 3 Jahren

straight up magic, its christmas magic.

Profilbild von Chema Guerra
Chema Guerravor 3 Jahren

Super-cool.

Profilbild von Max Bickley
Max Bickleyvor 3 Jahren

🤩

Profilbild von Damon Pixel
Damon Pixelvor 3 Jahren

This is just some damn nice viewport, even without the raw debug power that gives

Profilbild von Max Liani
Max Lianivor 3 Jahren

The viewport is pathtraced and rendered synchronously, so there is no lag to the rest of the GUI. I believe that makes a big difference. But it’ll give me some interesting problems to think about when it come to scene complexity.

Profilbild von Voodoo51 UTS
Voodoo51 UTSvor 3 Jahren

Looks awesome!

Profilbild von Jesper Mosegaard
Jesper Mosegaardvor 3 Jahren

Oh. That is cool! I can see you distinguish between rays directly from light sources and the rest by color. But perhaps you've considered even more to make it clear where significant contributions to the final color originate from?

Profilbild von Max Liani
Max Lianivor 3 Jahren

I need to add a few display modes, like the path throughput and the contribution, as well as to filter by contributing and not contributing paths. Also need to allow to browse trough the individual paths and in that mode to display tangent frames, differentials etc…

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