Search found 63 matches

by happyboy
Mon Jul 15, 2019 9:14 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 503462

Re: PhotonGI cache

Racleborg wrote: Mon Jul 15, 2019 9:00 am happyboy, thank you for explaining this to me; I think I have a better understanding now :)
You're welcome :)
by happyboy
Mon Jul 15, 2019 8:43 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 503462

Re: PhotonGI cache

May I ask, is this Photon GI work by happyboy instead of or in support to the current methods for photon GI which Dade has been implementing? I thought that what had been implemented so far was working really well and that everyone was really excited about it. What I am trying to do, is to make Pho...
by happyboy
Mon Jul 15, 2019 3:24 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 503462

Re: PhotonGI cache

No idea, maybe CodeXL helps? As a fallback: printf ;) haha. I'll try CodeXL, and printf works with GPUs??? The Update() part is used to (optionally) update the caustic cache during the rendering. You can ignore it because it shouldn't be affected by what you are doing. Thanks! It'll be nice if you ...
by happyboy
Sun Jul 14, 2019 11:25 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 503462

Re: PhotonGI cache

No, each light has only one "id" property. However, each light group can contain multiple lights. You need to store one spectrum value per light group for each entry, which contains the sum of all the light's radiances of a particular light group. So e.g. with 4 light gropus, you need a v...
by happyboy
Sun Jul 14, 2019 7:34 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 503462

Re: PhotonGI cache

Thank you, B.Y.O.B. for your suggestion! As you said, I should concentrate on implementing the feature first. I'm far from a PC at the moment but I assume, as general rule, you have to replace any place, where a spectrum is stored, with a vector<spectrum>. In OpenCL, the vector will be replaced by a...
by happyboy
Sat Jul 13, 2019 12:42 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 503462

Re: PhotonGI cache

After debugging "PhotonGICache::Preprocess" I realized that the easiest way to store "radiance group" is to add a one-byte variable in both `RadiancePhotonEntry` and `Photon`. Both are originally created in`TracePhotonsThread::TracePhotonPath`, where we have the light source info...
by happyboy
Sat Jul 13, 2019 1:34 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 503462

Re: PhotonGI cache

As usually happen, the complex part is related to OpenCL code where encoding, transfering and accessing the infornation is not trivial. It is not rocket science but if you are not used to OpenCL and GPUs, it may be a lot of stuff to look into. I haven't coded in OpenCL yet, but have programmed in c...
by happyboy
Sat Jul 13, 2019 1:26 am
Forum: Development
Topic: Transitioning from VRay to LuxCoreRender
Replies: 56
Views: 28610

Re: Transitioning from VRay to LuxCoreRender

B.Y.O.B. wrote: Fri Jul 12, 2019 7:18 am As far as LuxCore is concerned, every length is in meters.
Thanks!
by happyboy
Fri Jul 12, 2019 4:28 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 503462

Re: PhotonGI cache

Quoting another thread https://forums.luxcorerender.org/viewtopic.php?f=5&t=1185&start=40 Note: PhotonGI doesn't support radiance groups at the moment. ah... Is supporting radiance groups in PhotonGI officially planed? How difficult is it? No good way to do it? Or it can be done, but there m...
by happyboy
Fri Jul 12, 2019 2:20 am
Forum: Development
Topic: Transitioning from VRay to LuxCoreRender
Replies: 56
Views: 28610

Re: Transitioning from VRay to LuxCoreRender

Yes, I think this is possible, the PhotonGI cache should automatically rebuild on EndSceneEdit(). You're right :) BTW: At first I was planning to use C++ SDK but later I found using pyluxcore is far easier and I'm getting latest builds automatically (on the other hand, I need to rebuild C++ SDK mys...