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Search found 63 matches
- Mon Jul 15, 2019 9:14 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 504316
- Mon Jul 15, 2019 8:43 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 504316
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...
- Mon Jul 15, 2019 3:24 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 504316
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 ...
- Sun Jul 14, 2019 11:25 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 504316
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...
- Sun Jul 14, 2019 7:34 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 504316
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...
- Sat Jul 13, 2019 12:42 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 504316
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...
- Sat Jul 13, 2019 1:34 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 504316
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...
- Sat Jul 13, 2019 1:26 am
- Forum: Development
- Topic: Transitioning from VRay to LuxCoreRender
- Replies: 56
- Views: 28634
- Fri Jul 12, 2019 4:28 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 504316
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...
- Fri Jul 12, 2019 2:20 am
- Forum: Development
- Topic: Transitioning from VRay to LuxCoreRender
- Replies: 56
- Views: 28634
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...