Search found 456 matches

by marcatore
Fri Sep 18, 2020 10:32 am
Forum: User Support
Topic: Image Pipeline etc.
Replies: 16
Views: 7411

Re: Image Pipeline etc.

tested with the daily build but it seems not working. And, actually it seems it brokes also the tonemapping. I mean inside Blender, not tested with the standalone. simple scene. one area light, one cam, a cube and a plane (both with disney mat). the light (with power mode) and the cam is set like th...
by marcatore
Thu Sep 17, 2020 8:30 pm
Forum: User Support
Topic: Image Pipeline etc.
Replies: 16
Views: 7411

Re: Image Pipeline etc.

Great. Thank you very much!!!
by marcatore
Wed Sep 16, 2020 9:22 am
Forum: User Support
Topic: Image Pipeline etc.
Replies: 16
Views: 7411

Re: Image Pipeline etc.

About white balance there is something strange.
In my opinion is not working well or, at least, I can't understand how should it work.

It's very easy to reproduce, as you wrote.
by marcatore
Mon Aug 17, 2020 7:39 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 499960

Re: PhotonGI cache

B.Y.O.B. wrote: Mon Aug 17, 2020 7:34 am What else is happening in your case? It would be good to get a stripped-down version of the scene that shows the color management and imagepipeline settings.
You have PM.
Wetransfer link available for 1 week
by marcatore
Sun Aug 16, 2020 3:22 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 499960

Re: PhotonGI cache

you're right. It's the color management. I'll try to come back to a normal setup but I'm finding problem with camera tonemapping. I've tried to use the rehinard but it's not so intuitive. The balance overburned area/general lighting is difficult to find with the camera tonemapping settings. BYOB, Is...
by marcatore
Sun Aug 16, 2020 11:44 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 499960

Re: PhotonGI cache

About the room you've already checked how it's done. In any case it's a normal two closed room with one window (opened) each room. About your image...well.... I'd like to have something like you've got. I've opened the scene I've sent you. To avoid possible problems with the 2.9, I've opened the sce...
by marcatore
Sun Aug 16, 2020 10:16 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 499960

Re: PhotonGI cache

Dade wrote: Sat Aug 15, 2020 2:08 pm Using Disney instead of Glossy may help too.
Can I get the same result as I have now with glossy translucent? It's working fine for the curtains without envolving SSS... How should I get the same with Disney mat?
by marcatore
Sun Aug 16, 2020 9:47 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 499960

Re: PhotonGI cache

With 1 nothing special, if you set to 0.0, it will disable brute force path tracing so the cache will be always used (i.e. the debug image will be all blue). Uhmm... it doesn't seem all blue. Where am I wrong? https://i.imgur.com/Bu573mC.jpg EDIT: rerendered with "normal angle as default value...
by marcatore
Sat Aug 15, 2020 12:31 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 499960

Re: PhotonGI cache

Yes, more "directional" are the materials (i.e. glossy, specular, etc.) a more bias introduces the cache. PGI fallback more often to normal path tracing in order to reduce the bias. Matte is the less "directional" of all materials and PGI doesn't introduce bias at all so it can ...
by marcatore
Sat Aug 15, 2020 6:21 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 499960

Re: PhotonGI cache

another question:
as PGI is a simplified representation of the lighting...is it mandatory to consider also the normal map when the system decides if use PGI or Brute force?