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Re: PhotonGI caustic cache re-factoring

Posted: Fri Jan 17, 2020 1:47 pm
by Sharlybg
But currently you can have good looking juice without caustic cache or light tracing and even with rough glass. it is working in any light condition or engine mod (Bidir and Path )

Re: PhotonGI caustic cache re-factoring

Posted: Fri Jan 17, 2020 3:12 pm
by lacilaci
Sharlybg wrote: Fri Jan 17, 2020 1:47 pm But currently you can have good looking juice without caustic cache or light tracing and even with rough glass. it is working in any light condition or engine mod (Bidir and Path )
those look good actually :)

Re: PhotonGI caustic cache re-factoring

Posted: Fri Jan 17, 2020 3:14 pm
by Fox
Classic BiDir might work, i tested the BiDirVM and caustic cache, they were very slow on huge scene with 40m pool and 0.1m juice glass.
But seems like i have working settings now:

Code: Select all

path.russianroulette.depth = 3
path.russianroulette.cap = 0.5
path.pathdepth.total = 17
path.pathdepth.diffuse = 17
path.pathdepth.glossy = 17
path.pathdepth.specular = 16
path.hybridbackforward.enable = 1
path.hybridbackforward.partition = 0.94999999999999996 (inverted in Blender)
path.hybridbackforward.glossinessthreshold = 0.89999997615814209
sampler.metropolis.largesteprate = 0.40000000000000002
sampler.metropolis.maxconsecutivereject = 32768
sampler.metropolis.imagemutationrate = 0.10000000000000001
renderengine.type = "PATHCPU"
sampler.type = "METROPOLIS"
lightstrategy.type = "POWER"
path.photongi.photon.maxcount = 320000000
path.photongi.photon.maxdepth = 16
path.photongi.indirect.enabled = 1
path.photongi.indirect.maxsize = 0
path.photongi.indirect.haltthreshold = 1
path.photongi.indirect.lookup.radius = 0.05000000074505806
path.photongi.indirect.lookup.normalangle = 9.9999997090929202
path.photongi.indirect.glossinessusagethreshold = 0.5
path.photongi.indirect.usagethresholdscale = 1
path.photongi.caustic.enabled = 1
path.photongi.caustic.maxsize = 6400000
path.photongi.caustic.lookup.radius = 0.004999999888241291
path.photongi.caustic.lookup.normalangle = 9.9999997090929202
path.photongi.caustic.updatespp = 1
path.photongi.caustic.updatespp.radiusreduction = 0.995
path.photongi.caustic.updatespp.minradius = 0.0024999999441206455
path.photongi.persistent.file = ""

Re: PhotonGI caustic cache re-factoring

Posted: Sun Jan 19, 2020 3:08 pm
by B.Y.O.B.
Sharlybg wrote: Fri Jan 17, 2020 1:47 pm But currently you can have good looking juice without caustic cache or light tracing and even with rough glass. it is working in any light condition or engine mod (Bidir and Path )
Can you share this scene? Looks really good.

Re: PhotonGI caustic cache re-factoring

Posted: Mon Jun 07, 2021 2:49 pm
by kintuX
anotherbobby wrote: Sun Dec 08, 2019 1:51 pm
Hi,
Tried to convert this scene into Blender 2.82 Alpha, LuxCore 2.3 Alpha0
Thank you for your good work, it really comes handy :)

Re: PhotonGI caustic cache re-factoring

Posted: Fri Oct 22, 2021 6:49 am
by Rowquino
Could someone re-upload the pool tester blend file? It would be really useful in trying to recreate the wall caustics I'm looking for, but the original attachment seems to have been deleted. Thanks!

Re: PhotonGI caustic cache re-factoring

Posted: Sat Oct 23, 2021 9:30 am
by Dade
Rowquino wrote: Fri Oct 22, 2021 6:49 am Could someone re-upload the pool tester blend file? It would be really useful in trying to recreate the wall caustics I'm looking for, but the original attachment seems to have been deleted. Thanks!
This scene should be about the same: https://github.com/LuxCoreRender/LuxCor ... rPaintings

Image

Re: PhotonGI caustic cache re-factoring

Posted: Tue Oct 26, 2021 10:18 am
by Rowquino
Thanks Dade, I did actually end up using that one.