marcatore wrote: ↑Wed May 29, 2019 7:12 am
lacilaci wrote: ↑Wed May 29, 2019 6:09 am
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So I say, we need portals and abandon the whole vismap/caching method. People already know the caveats of using portals wrong, it's a pretty much a standard way of dealing with interiors and there is no time spent with setting up resolutions and sampling and then praying it will work.
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I don't manage the Dade time so it's just an opinion like others.
I think that eliminate portals will be a good solution looking to the future.
Vray eliminates the need of in the last releases developing adaptive solutions.
I think it's great cause it reduces the scene management and setting.
Sure, and "Captain Obvious mode ON", if we should use a semi-working solution it's better to stay with "old school" portals.
It's "just" a Dade matter in terms of feeling to do the right thing cause he sees a bright future on this method.
Let's see where will be.
Yes of course, not having to deal with portals would be great. But I'm not so sure caching will work and also default visibility map has issues with productviz scenes too, so obviously I would rather have working portals than nothing at all.
Vray's adaptive lights are great, but it is built on top of probabilistic lighting, not mapping areas and creating new maps. Lightcache data is used only to to do smarter probabilistic lighting:
from chaosgroup:
Probabilistic lighting:
In this method, for every ray hit we randomly pick a small fixed number of lights. The default is 16 lights, in our examples for illustrative purposes we will assume this number is 5. This drastically reduces the number of calculations for the shaded point. Since the next ray picks another 5 lights, and we generally fire millions of rays, on average all the lights tend to be accounted for. Generally speaking, this method can be faster compared to the old method which took into account every light at every ray hit. However one disadvantage is that it may introduce additional noise in the image and may need more samples to clean up. Additionally, some shading points may be taking into account lights that are not visible or don’t contribute illumination to that area.
Adaptive lighting:
This method builds on top of the probabilistic method but makes it smarter about the lights it selects for evaluation. It relies on the Light Cache pass. The Light Cache is generally used for Global Illumination, but it also gives V-Ray a good overview of what is actually happening in the scene. In the end, the result is such that instead of picking 5 random lights, we can pick 5 lights that are the most likely to affect the shaded point. This can help V-Ray achieve a cleaner solution faster.