PhotonGI cache

Discussion related to the LuxCore functionality, implementations and API.
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Sharlybg
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Re: PhotonGI cache

Post by Sharlybg »

Wonderfull ! this is going to be a great tools inside good hands :D
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epilectrolytics
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Re: PhotonGI cache

Post by epilectrolytics »

Dade wrote: Wed Feb 20, 2019 4:53 pm I have introduced a new stage in PhotonGI caustic cache pre-processing. It merges near photons coming from the same directions. This allows to greatly reduce the number of clustered/overlapped entries in the cache and to greatly improve the rendering speed (especially for larger radius).

So it is 5 times faster. It is a bit a trade off between caustic sharpness/pointiness and blurring but I prefer the second and the 5x speed increase is worth it.

For a comparison, this is BiDir+Metropolis:

The caustic is sharper but look how much better is the PhotonGI rendered cube with SDS paths (something plain BiDir can not render).
Sorry but this looks looks a cheap photon mapper from ten years ago, those were fast and blurry too.
The mismatch between the sharp SDS reflections and the mushy caustics is striking.

Please avoid compromising core features like caustic sharpness or the result will be unusable for serious work.
The goal should be correct caustics plus SDS paths, speed is of lesser concern.

This may work well for scenes where caustics are not a main effect like a table with dishes and glasses where you expect some caustics but accuracy is not primarily relevant.
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alpistinho
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Re: PhotonGI cache

Post by alpistinho »

There is a parameter for this merging, so I guess you can just disable it if you want
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epilectrolytics
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Re: PhotonGI cache

Post by epilectrolytics »

Ok thanks, will wait now till it gets exposed in Blendcore.
I'm really losing track of new parameters introduced, introduced ones exposed, exposed ones made obsolete by new version etc...
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alpistinho
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Re: PhotonGI cache

Post by alpistinho »

It's a pre-alpha version after all :lol:
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Sharlybg
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Re: PhotonGI cache

Post by Sharlybg »

Now such kind of visual effect are accessible to the Masses.

The third and the seventh :

https://youtu.be/AQ-3aRhvFwU?t=604
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3rd  7th.jpg
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Racleborg
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Re: PhotonGI cache

Post by Racleborg »

Wow! :o
marcatore
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Re: PhotonGI cache

Post by marcatore »

Hi,
I did some test on a scene I did with Cycles some weeks ago.
Now I'd like to test with the latest daily build.

Some input info.
blender_2019-02-21_12-01-02.png
blender_2019-02-21_12-01-02.png (8.78 KiB) Viewed 4228 times
blender_2019-02-21_12-01-34.png
blender_2019-02-21_12-02-01.png
blender_2019-02-21_12-02-01.png (8.75 KiB) Viewed 4228 times
Sun % Sky setting
blender_2019-02-21_12-02-19.png
blender_2019-02-21_12-03-16.png
Luminous ceiling material
blender_2019-02-21_12-04-07.png
Floor material
blender_2019-02-21_12-04-56.png
And now a quick recap of my tests
test_glossyMaterial.jpg
There some issues as marked.
The most visible is the glossy floor when you try to use it for caching and use larger usage threshold.

Something to suggest?
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Dade
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Re: PhotonGI cache

Post by Dade »

marcatore wrote: Thu Feb 21, 2019 11:06 am Something to suggest?
It is this bug:

normal.jpg

See the border on the glossy material ? I have the felling it is due to cached paths not including the light emission, I'm looking into the problem.
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lacilaci
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Re: PhotonGI cache

Post by lacilaci »

so apparently, bump mapping is still killing cache for me.

EDIT: I'm actually not sure if it's bump or something else, but I couldn't figure out what is going on... everything is mostly black
Screenshot from 2019-02-21 13-23-52.png
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