Falcon Caustics

Falcon Caustics

Rendering refractive caustics with a path tracer is time consuming but for a renderer pretending to be based on physics there is no alternative to at least have that option.
In the beta phase of v7 the Falcon render engine did a very good job on this, especially in combination with caustic filtering and adaptive sampling.

The replacement with an algorithm based on transparent shadows is of course converging faster but not PBR consistent any more.

I wish we could get back the old engine as an option (I see no need to have refractive caustics and transparent shadows active at the same time, so a distinction between to separate options is ok).
 
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