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- Mon Mar 04, 2019 5:52 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 508985
Re: PhotonGI cache
It sounds to me like Sharlybg wants a text in the node UI that says something like "this material will be cached because the roughness is higher than the threshold" (or the opposite)? Simple way : just have roughness number still displayed evenif i have node texture pluged in just to show...
- Mon Mar 04, 2019 2:06 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 508985
Re: PhotonGI cache
Also something i want to understand. Is there anyway to know if given glossy shader will be included in cache or not if we aren't using number to set roughness (reflection texture ) ? Not at the moment, like I wrote before, the average value of the texture is estimated and used for a comparison wit...
- Mon Mar 04, 2019 1:19 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 508985
Re: PhotonGI cache
Also something i want to understand. Is there anyway to know if given glossy shader will be included in cache or not if we aren't using number to set roughness (reflection texture ) ? without debug view of course. Hmm.. I never cared about that with vray or corona, I can't think why would I care no...
- Mon Mar 04, 2019 11:50 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 508985
Re: PhotonGI cache
They could be implemented as additional AOVs, for instance, like sample count or ray count AOVs. It is possible but I'm not sure how much it is worth the effort required. The problem is that currently if i'm searching for good setup for my PGI parameter i've to switch to a given debug view to see w...
- Mon Mar 04, 2019 11:22 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 508985
Re: PhotonGI cache
Looks great, what's next? Do you think an autofill and autosize cache would be doable?
- Mon Mar 04, 2019 6:00 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 508985
Re: PhotonGI cache
But just wonder if we cann't pick something fron this to add on top of PGI ? a kind of hybrid ? The data collected by tracing photons are a gold mine: at the moment I'm in doubt between a new version of visibility map for infinite lights or guided brute force path tracing (we current sutff is done)...
- Sun Mar 03, 2019 12:19 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 508985
Re: PhotonGI cache
wow, that looks great
- Sun Mar 03, 2019 11:19 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 508985
Re: PhotonGI cache
Do you think it could give nice performance boost with scenes full of glossy materials?
- Sun Mar 03, 2019 9:19 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 508985
Re: PhotonGI cache
Talking about changes ,I still wonder if it wouldn't be worth it building cache for all materials for diffuse rays and use glossiness threshold for glossy rays only.
- Sun Mar 03, 2019 8:32 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 508985
Re: PhotonGI cache
If Dade doesn't know what changes might there be later, then only god doesandreymd87 wrote: ↑Sun Mar 03, 2019 8:29 am we dont know what changes might be there later. so i wouldnt put a cover on this and will follow for the new builds.