First of all let me congratulate Karba on creating such a lightweight yet extensive and fast GPU renderer. I've only used FStorm for a couple of days now and it looks highly promising. Unfortunately, because of a frivolous lawsuit being currently tackled by Andrey, the download and documentation sections are down.
I hope someone here will be kind enough to answer a few questions:
I hope someone here will be kind enough to answer a few questions:
- From which release onwards was CUDA Toolkit 8 for leveraging Pascal implemented into FStorm? Or if v0.3.8a runs with CUDA 8?
- I've checked out all the tutorials, but is there any downloadable copy for the detailed documentation or any other alternative? If not, please clarify exactly what GI Clamp, Ray Threshold and Static Noise do. And how to choose an appropriate light samples value. I have a vague idea, but better to have precise meanings.
- Is there any way to get simple refractive and reflective caustics like V-Ray GI does? Is full caustics planned?
- Does FStorm always render at a 16-bit depth or is there a specific setting for getting 32-bit full float images? Or is 32-bit not currently supported by consumer grade GPUs?
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