Env. Light Visibility Cache
Re: Env. Light Visibility Cache
striking result : something like LUXCORE PATH TRACING TENSOR CORE.
LTX OFF =====>
LTX ON =====>
LOL
More seriously:
LTX OFF =====>
LTX ON =====>
LOL
More seriously:
how many time for this one ? how much additional memory ?It doesn't, it is an additional option (the pre-processing require far more time and memory than the old visibility map, so the old could be still useful).
Last edited by Sharlybg on Tue May 28, 2019 11:19 am, edited 1 time in total.
Re: Env. Light Visibility Cache
I'm working on the integration in BlendLuxCore.
It seems that when enabling both vismap + vismapcache, only the latter is computed, is that correct?
Should I expose this as three exclusive radio buttons in the UI?
- nothing
- vismap
- vismapcache
By the way, here's a comparison of the three (direct light only, 10 samples each):
It seems that when enabling both vismap + vismapcache, only the latter is computed, is that correct?
Should I expose this as three exclusive radio buttons in the UI?
- nothing
- vismap
- vismapcache
By the way, here's a comparison of the three (direct light only, 10 samples each):
Re: Env. Light Visibility Cache
well...for that specific case it's fantastic...
I hope we'll benefit both on other complex situation.
Anyway, everything will help to have a better and cleaner image is more than welcome.
I hope we'll benefit both on other complex situation.
Anyway, everything will help to have a better and cleaner image is more than welcome.
Re: Env. Light Visibility Cache
I'm still seeing those artifacts that look almost like jpeg compression artifacts.. do they go eventually away?
Also is this stable across frames? Would it cause flickering?... so many questions, but it definitely looks to be on par with how well portals work in other renderers
Also is this stable across frames? Would it cause flickering?... so many questions, but it definitely looks to be on par with how well portals work in other renderers
Re: Env. Light Visibility Cache
Yes, vismapcache has precedence over vismap.
Yes, it is like an escalation:
- nothing, only importance sampling, no additional memory, no pre-processing time;
- vismap, only additional memory for a single map, only pre-processing time for a single map;
- vismapcache, additional memory for multiple maps, pre-processing time for multiple maps;
Re: Env. Light Visibility Cache
Yes, they should, it is just a different amount of noise due to different chance entry/visual map.
Re: Env. Light Visibility Cache
It looks like the cache doesn't work yet with constantinfinite lights (without HDRI)?
(30 sample renders)
(30 sample renders)
Re: Env. Light Visibility Cache
Oh no, I would hope to get even better result with constant light than hdri (which I rarely use anyway)
Re: Env. Light Visibility Cache
Here's the scene.
By the way, I have pushed first support for it in the Blender addon.
By the way, I have pushed first support for it in the Blender addon.
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