Features
Lighting
4096 path-traced lights (upstream 64); emissive surfaces count as lights; light visibility memory, radiance cache, light reuse.
- 4096 lights (upstream 64): camera-following light grid with resampled importance sampling.
- Emissive surfaces as lights (
rendering/pathtracing/emissive_lights). - Light visibility memory (
rendering/pathtracing/light_visibility_memory): hidden lights stop taking samples. - Radiance cache (
rendering/pathtracing/radiance_cache): bounces end on cached light. - Transmission bounces (
rendering/pathtracing/transmission_bounces): glass, ice and water get their own bounce budget; matches 6 bounces in about 70% of the time, so icicles under an eave no longer go dark at the default 3. - Light reuse (
rendering/pathtracing/light_reuse, off by default): ReSTIR DI reuses light samples across pixels and frames. - Indirect light reuse (
rendering/pathtracing/indirect_reuse, off by default): ReSTIR GI; rooms and shade lit by bounced light are far less noisy at the same samples. - Shadow-only casters bounce light.
- Lit raster transparents and rain (
rendering/pathtracing/max_transparency_layers0), still traced in reflections.
Images#

Indirect light reuse: the same 4 samples per pixel, off then on; both brightened 3x to show the noise.