Yes, in my pool scene I keep running out of Vram with a lot of photons, so I'm hoping if they're sds only I can use high photon numbers and keep rendering using openCLDade wrote: ↑Mon Sep 30, 2019 9:14 am What do you mean ? Faster compared to ? The cache look up is done only for SDS paths so there are a lot less cache look up (I assume you mean this). However the cache creation time (and update) is exactly the same (a caustic is a caustic and I can not know if it will be seen trough a specular surface
PhotonGI caustic cache re-factoring
Re: PhotonGI caustic cache re-factoring
Re: PhotonGI caustic cache re-factoring
You are probably using too many photons: you can cut the amount of the photons and the updated period in half and obtain about the same result (using half of the ram) with a bit more overhead.lacilaci wrote: ↑Mon Sep 30, 2019 9:19 amYes, in my pool scene I keep running out of Vram with a lot of photons, so I'm hoping if they're sds only I can use high photon numbers and keep rendering using openCLDade wrote: ↑Mon Sep 30, 2019 9:14 am What do you mean ? Faster compared to ? The cache look up is done only for SDS paths so there are a lot less cache look up (I assume you mean this). However the cache creation time (and update) is exactly the same (a caustic is a caustic and I can not know if it will be seen trough a specular surface
Re: PhotonGI caustic cache re-factoring
hm, thanks for the tip, I forgot about update period settings...Dade wrote: ↑Mon Sep 30, 2019 9:25 amYou are probably using too many photons: you can cut the amount of the photons and the updated period in half and obtain about the same result (using half of the ram) with a bit more overhead.lacilaci wrote: ↑Mon Sep 30, 2019 9:19 amYes, in my pool scene I keep running out of Vram with a lot of photons, so I'm hoping if they're sds only I can use high photon numbers and keep rendering using openCLDade wrote: ↑Mon Sep 30, 2019 9:14 am What do you mean ? Faster compared to ? The cache look up is done only for SDS paths so there are a lot less cache look up (I assume you mean this). However the cache creation time (and update) is exactly the same (a caustic is a caustic and I can not know if it will be seen trough a specular surface
next up, hybrid glass? would like to render finals already
Re: PhotonGI caustic cache re-factoring
Going to open a pool with some idea for v2.3, etc.
Re: PhotonGI caustic cache re-factoring
hm.. Something's not right here
useonlyforsds 0 useonlyforsds 1 volume setup material setup I'm not getting any light bounces within water
EDIT:
I get reflections back if I set light tracing glossiness threshold to 1 (I guess caustic cache uses same threshold value?)
volume still looks wrong
but rendering freezes at some point
useonlyforsds 0 useonlyforsds 1 volume setup material setup I'm not getting any light bounces within water
EDIT:
I get reflections back if I set light tracing glossiness threshold to 1 (I guess caustic cache uses same threshold value?)
volume still looks wrong
but rendering freezes at some point
Last edited by lacilaci on Mon Sep 30, 2019 12:42 pm, edited 2 times in total.
-
- Donor
- Posts: 790
- Joined: Thu Oct 04, 2018 6:06 am
Re: PhotonGI caustic cache re-factoring
There are two different properties for Caustic cache and Hybrid rendering at the moment. They must be set at the same value.
Re: PhotonGI caustic cache re-factoring
Re: PhotonGI caustic cache re-factoring
Actually even if you don't use any volume you will get very different lighting with sds only cache
useforsdsonly = 0 useforsdsonly = 1
useforsdsonly = 0 useforsdsonly = 1
Re: PhotonGI caustic cache re-factoring
Very different lighting compared to ? If the only difference is useforsdsonly = 0/1 and you are keeping hybrid rendering enabled: you are rendering the normal caustics 2 times in one case.