Search found 235 matches

by provisory
Tue Dec 17, 2019 7:07 pm
Forum: Finished Work
Topic: LuxCore Vector Displacements
Replies: 19
Views: 16095

Re: LuxCore Vector Displacements

In Blender 2.81 they improved Cycles behavior: https://wiki.blender.org/wiki/Reference/Release_Notes/2.81/Cycles Adaptive Subdivision Cycles adaptive subdivision now stitches faces to avoid cracks between edges, that may be caused by displacement or different materials. https://wiki.blender.org/w/im...
by provisory
Wed Oct 02, 2019 5:41 pm
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 107
Views: 69816

Re: PhotonGI caustic cache re-factoring

Light tracing (or the cache) is used only "under" the sphere because the caustic is only there, over the sphere, normal path tracing will be used and your light source is very hard to find for a path tracer: just render with normal path tracing to have an idea. Yes, I know this, and it do...
by provisory
Wed Oct 02, 2019 5:07 pm
Forum: Development
Topic: LuxCore v2.3 proposed features
Replies: 83
Views: 43547

Re: LuxCore v2.3 proposed features

If Bidir have to exist it need more love... BiDir must exist (and needs solution for SDS) to be the full featured "holistic" reference renderer. Path Tracing with Light Tracing and PGI caches is good for the most scenes, but it's overly complicated and still doesn't cover complex cases, l...
by provisory
Tue Oct 01, 2019 1:26 pm
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 107
Views: 69816

Re: PhotonGI caustic cache re-factoring

lacilaci wrote: Tue Oct 01, 2019 12:37 pm ... lighttracing isn't doing anything.
Isn't it because of the path.hybridbackforward.partition setting?
(Just an idea, didn't have much time to test it yet.)
by provisory
Tue Oct 01, 2019 11:03 am
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 107
Views: 69816

Re: PhotonGI caustic cache re-factoring

I prefer unbiased solutions, but in this case I think so too, that radius reduction isn't useful.
by provisory
Sun Sep 29, 2019 10:27 am
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 107
Views: 69816

Re: PhotonGI caustic cache re-factoring

Are you sure that caustic cache works with volumes?

It didn't seem to me in my scene, so I made a simple test case.

BiDir + metro:
CCvsVol-bidir.jpg
CCvsVol-bidir.jpg (22.61 KiB) Viewed 4398 times
PT Sobol + Light Tracing:
CCvsVol-cc.jpg
CCvsVol-cc.jpg (5.92 KiB) Viewed 4398 times
PT Sobol + Caustic Cache:
CCvsVol-lt.jpg
CCvsVol-lt.jpg (7.34 KiB) Viewed 4398 times
by provisory
Fri Sep 27, 2019 5:03 pm
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 107
Views: 69816

Re: PhotonGI caustic cache re-factoring

No, no, I will still add an option for "use_caustic_cache_only_for_SDS_paths" so you use PATHOCL + Hybrid rendering + SDS Caustic cache to get the best of all modes. From the UI point of view it should be just a combo box in Blender with: 1) path tracing 2) path tracing + light tracing 3)...
by provisory
Fri Sep 27, 2019 4:39 pm
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 107
Views: 69816

Re: PhotonGI caustic cache re-factoring

Dade wrote: Fri Sep 27, 2019 4:06 pm Have you changed the photon path max. depth ? The default is something like 4...
This was the solution, thanks!
by provisory
Fri Sep 27, 2019 2:06 pm
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 107
Views: 69816

Re: PhotonGI caustic cache re-factoring

I did some tests, and some caustics don't wanna show up with caustics cache. (LuxCore version: https://dev.azure.com/LuxCoreRender/LuxCoreRender/_build/results?buildId=801) Light Tracing: GlassSphere-lt.jpg Caustic Cache: GlassSphere-cc1.jpg Settings: path.hybridbackforward.enable = 0 path.photongi....
by provisory
Thu Sep 26, 2019 4:17 pm
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 107
Views: 69816

Re: PhotonGI caustic cache re-factoring

I have re-factored PhotonGI caustic cache to use Vertex Merging (aka SPPM in the specific case used only to render caustics)... Looks very promising, though we've believed this already several times. (Sorry, didn't mean it! :D ) Questions: - Could the radius be specified in pixel space? It would be...