2-Levels Env. Light Visibility Cache

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Dade
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Re: 2-Levels Env. Light Visibility Cache

Post by Dade » Thu Mar 05, 2020 1:02 pm

Added the OpenCL support.
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Dade
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Re: 2-Levels Env. Light Visibility Cache

Post by Dade » Thu Mar 05, 2020 1:19 pm

.visibilitymapcache.map.quality parameter now takes a value between 0.0 and 1.0, instead of "low" / "medium" / "high" settings, to give a bit more freedom.
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Re: 2-Levels Env. Light Visibility Cache

Post by Sharlybg » Thu Mar 05, 2020 2:09 pm

when will we get first 2.4 alpha for proper test ?
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B.Y.O.B.
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Re: 2-Levels Env. Light Visibility Cache

Post by B.Y.O.B. » Thu Mar 05, 2020 2:20 pm

Once v2.3 is out.
You can test it right now by downloading the azure build artifacts (Dade explained it in some other thread), but we have to focus on v2.3 first.

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Re: 2-Levels Env. Light Visibility Cache

Post by Fox » Fri Mar 06, 2020 8:49 pm

I compiled the 2.4 branch LuxCoreUI.
It's probably work in progress, but for testing, why not.

Windows
https://drive.google.com/file/d/1iZe7LU ... sp=sharing

Linux
https://drive.google.com/file/d/1QCPC5G ... sp=sharing

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Re: 2-Levels Env. Light Visibility Cache

Post by Fox » Sun Mar 08, 2020 2:12 pm

First impressions are very positive, complex areas clean up way faster.

Here seems to be one issue, maybe it's bad settings, or too low samples (150 spp).

Code: Select all

EnvLightVisibilityCache map size: 16384x8192
EnvLightVisibilityCache tile size: 64x32
EnvLightVisibilityCache tiles count: 256x256
EnvLightVisibilityCache samples per tile: 16
EnvLightVisibilityCache best cache radius: 0.0154375
SceneVisibility hit rate: 99.4593%
SceneVisibility total entries: 4205
EnvLightVisibilityCache building tile maps: 65536 (256 x 256)
2LELVCVA.jpg

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Dade
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Re: 2-Levels Env. Light Visibility Cache

Post by Dade » Sun Mar 08, 2020 2:43 pm

It is a really large HDR (16384x8192). Try to to double the tile size and the and to 4x the sample count (so it will require the same pre-processing time).

Anyway the artifacts should go away on the long run.
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Re: 2-Levels Env. Light Visibility Cache

Post by B.Y.O.B. » Sun Mar 08, 2020 5:10 pm

Dade wrote:
Sun Mar 08, 2020 2:43 pm
It is a really large HDR (16384x8192). Try to to double the tile size and the and to 4x the sample count (so it will require the same pre-processing time).
Can we automatically choose good tile size and sample count based on the size of the HDRI?

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Re: 2-Levels Env. Light Visibility Cache

Post by Fox » Sun Mar 08, 2020 5:36 pm

B.Y.O.B. wrote:
Sun Mar 08, 2020 5:10 pm
Can we automatically choose good tile size and sample count based on the size of the HDRI?
The default is auto, but i have not tested the auto setting yet.
Looks like the artifacts really go away after more samples.

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Re: 2-Levels Env. Light Visibility Cache

Post by marcatore » Mon Mar 16, 2020 2:41 pm

Dade, does this feature need some specific settings with BlendLuxCore?

Now that the daily build has the 2.4 branch, I'd like to test it.

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