We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

PathTracer first test

Home › Forums › Projects › PathTracer first test

Tagged: 

Viewing 3 posts - 1 through 3 (of 3 total)
  • Author
    Posts
  • #88586
    NaxosCG
    Customer

    Hello there.

    I’ve kinda made it ! An On-demand Path-tracer within Verge3D app !

    Still a lot to make, but first test is very promising…

    "1+1=3... for large values of 1"

    #88588

    Hi,
    Wow, looks cool! How did you achieve that?

    Soft8Soft Tech Chief
    Want more Verge3D updates? Follow me on X, Facebook, or LinkedIn

    #88589
    NaxosCG
    Customer

    Implemented an open source pathtracer as a verge3D plugin, of course with some help.
    The “move-stop-render” is only ok because of my GPU (rtx 5070) and the simplicity of the scene : don’t espact this on lower machines or with large scenes.

    Instead, you could just have the render, then stop, then move, then render again.

    It is not as good as the one pathtracer i’ve mentionned once in the forum (https://threejsresources.com/tool/lgltracer), but it works.
    No need to convert shaders as soon as i use “classical” verge3D ones (USD or physical under 3dsmax : USD works better).

    "1+1=3... for large values of 1"

Viewing 3 posts - 1 through 3 (of 3 total)
  • You must be logged in to reply to this topic.