Search found 760 matches

by epilectrolytics
Sun Feb 17, 2019 7:42 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 508384

Re: PhotonGI cache

Mmmmm, this thing is going to be quite fast on GPUs, check the samples/sec Whoa, now this looks very promising, great work! I didn't expect this to come so soon and started some (non-PGI) animations over the weekend so I won't be testing it right now. edit: I have exposed the normalangle parameter....
by epilectrolytics
Sat Feb 16, 2019 1:27 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 508384

Re: PhotonGI cache

The normal threshold is not exposed in BlendLuxCore. Should I add it, is it needed? Or is this just a very rare pathological case? B.Y.O.B., I think during the alpha testing all accessible parameters should be exposed. Then the users will find out what is necessary for tweaking and what can be hidd...
by epilectrolytics
Sat Feb 16, 2019 1:19 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 508384

Re: PhotonGI cache

I just hope this won't end up like dlcs, great feature but unreliable because of unfixable splotches. I'm confident Dade will fix this too. :D . Maybe photon variance clamping to eliminate firefly photons? But it's possible the fallbacks will diminish the speed gain. Also glossy with roughness <0.2...
by epilectrolytics
Fri Feb 15, 2019 6:21 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 508384

Re: PhotonGI cache

Just discovered that strong bump maps can throw off the cache totally.
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sub.blend.zip
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by epilectrolytics
Thu Feb 14, 2019 9:35 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 508384

Re: PhotonGI cache

After all, LuxCore is advertised with a big orange "Physically based rendering" as the first thing you see on the homepage. That may raise expectations ;) There is the rendering equation by J.Kajiya and I guess every algorithm that solves it without deviating can be called unbiased. Patht...
by epilectrolytics
Thu Feb 14, 2019 8:11 pm
Forum: Works in Progress
Topic: Infinity Mirror
Replies: 4
Views: 4924

Re: Infinity Mirror

The render looks just like the photo, good job on both sides!
Infinity box rendering is a very interesting topic, I'll have to try that myself (once the PhotonGI is finished and things get back to normal :roll: )
by epilectrolytics
Thu Feb 14, 2019 7:59 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 508384

Re: PhotonGI cache

Nope, you are missing an important point, a cache entry on the ceiling is not used to directly render the ceiling but all other point receiving light from the ceiling. It is an indirect cache after all. The ceiling is darker because it uses the cache entries on the floor. It is the cache floor to h...
by epilectrolytics
Thu Feb 14, 2019 7:12 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 508384

Re: PhotonGI cache

I will do some testing later with the newest build, thanks for those examples! Now I did some tests with glossy material and still don't understand what's going on :? When a potential bias is caused by view dependent information lost because of averaging this should only affect the appearance of gl...
by epilectrolytics
Thu Feb 14, 2019 11:55 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 508384

Re: PhotonGI cache

Like I wrote is "mostly" lost because I'm averaging the amount of light reflected by material over the entire hemisphere. This is the average of a constant value for matte, while for glossy is the average of different values. The "shiny" part of gloss is averaged over all the he...
by epilectrolytics
Thu Feb 14, 2019 11:37 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 508384

Re: PhotonGI cache

Now the question is if some kind of compensation could be smuggled in ... The view dependent information is lost during path tracing, not photon tracing. Knowing that there will be a loss of "directional energy" with rough reflections, could this be compensated for by introducing a correc...