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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 views • 3 years ago •via X (Twitter)

10 Comments

Bert Van den Bosch's profile picture
Bert Van den Bosch3 years ago

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

Max Liani's profile picture
Max Liani3 years ago

Not yet, but I am working on it.

Sharlock93's profile picture
Sharlock933 years ago

straight up magic, its christmas magic.

Chema Guerra's profile picture
Chema Guerra3 years ago

Super-cool.

Max Bickley's profile picture
Max Bickley3 years ago

🤩

Damon Pixel's profile picture
Damon Pixel3 years ago

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

Max Liani's profile picture
Max Liani3 years ago

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.

Voodoo51 UTS's profile picture
Voodoo51 UTS3 years ago

Looks awesome!

Jesper Mosegaard's profile picture
Jesper Mosegaard3 years ago

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?

Max Liani's profile picture
Max Liani3 years ago

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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