
[10Mil Photons w. 64 depth - Photon Map radius 0.5 ellipse 0.33 - Caustics radius 0.01 ellipse 0.85 ] // THREE GI Samples // Low-discrepancy 16-64SPP // CI 95% 0.01 // 12 Threads // Core i7-10750H // Render-time 00:22:22 // Saved a little more than a hour WOOOO LOOK AT THAT

[10Mil Photons w. 64 depth - Photon Map radius 0.5 ellipse 0.33 - Caustics radius 0.01 ellipse 0.85 ] // THREE GI Samples // Low-discrepancy 16-64SPP // CI 95% 0.01 // 12 Threads // Core i7-10750H // Render-time 00:15:01 // Sampled the Normal this time. The caustics on the wall behave more correctly now.

[ 10Mil Photons - 64 depth - Photon Map radius 0.5* ellipse 0.33 - Caustics radius 0.01* ellipse 0.85 ] // TWO GI Samples // Low-discrepancy 16-64SPP // CI 95% 0.01 // 12 Threads // Core i7-10750H // Render-time 00:12:01 Pretty much doubled

GI REFERENCE!!!!!! // Low-Discrepancy 256-1024SPP // 1 Hemisphere sample // 16 depth // 95% CI 0.01 // 12 threads // Core i7-10750H // Render-time 16:01

[ 10Mil Photons - 64 depth - Photon Map radius 0.5* ellipse 0.33 - Caustics radius 0.01* ellipse 0.85 ] // Low-discrepancy 16-64SPP // 95% Confidence @ 0.01 // 12 Threads // Core i7-10750H // Render-time 00:06:36 // at that many photons a smaller radius is more than enough LOOOL I SAVED 25 MINUTES

[ 10Mil Photons - 64 depth - Photon Map radius 1.5 ellipse 0.33 - Caustics radius 1.5 ellipse 0.85 ] // Low-discrepancy 16-64SPP // 95% Confidence @ 0.01 // 12 Threads // Core i7-10750H // Render-time 00:33:15 //the thing seems to be overly shiny.

This is without final gathering

[ 100k Photons - 64 depth - Photon Map radius 1.5 ellipse 0.33 - Caustics radius 0.5 ellipse 0.25 ] // Low-discrepancy 16-64SPP // 95% Confidence @ 0.01 // 12 Threads // Core i7-10750H // Render-time 00:10:16

[1MIL Photons - 64 depth - rad 1.5 ellipse 0.33 - r 0.5 ellipse 0.25] // Low-discrepancy 4-16SPP // 95% Confidence // MAX_DELTA 0.01 // 12 Threads // Core i7-10750H // Render-time like 00:05:30 // Barely looks any different. 2x the time but not 2x the quality lol

Thank god Final Gathering was Easy. // [100k Photons - 64 depth - rad 1.5 ellipse 0.33 - r 0.5 ellipse 0.25] // Low-discrepancy 4-16SPP // 95% Confidence // MAX_DELTA 0.01 // 12 Threads // Core i7-10750H // Render-time like 00:02:30

FI XED

Got caustics b/c I thought the photon direction were in the opposite direction. yay crimmas

Just gon post a bunhc o f pics. Code got WAY too messy bug fixing was stupid. So did the genuionely best thing and redid the photon mapping code and

ITS SOMETHING????? DIFUUSE ONLY

Lmao imagine if I really did do this in a day?MC Global lol