PhotonGI cache
Re: PhotonGI cache
Numbers look good. Like I said before, this is gonna be few minutes per render on moderate hw and cheap animations on farms if the cache can be reliable. Can't wait to test.
Re: PhotonGI cache
Woawou sooo clean sooo fast .
Can't imagine it on a Dual Vega or Dual 2080Ti. Pure Beast .
Well done Dade.
Can't imagine it on a Dual Vega or Dual 2080Ti. Pure Beast .
Well done Dade.
- FarbigeWelt
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Re: PhotonGI cache
There are rumors about the headlines.
Daily Graphics: Hyper Dade deveoped Super LuxCoreRender.
Jerry’s Code Shop: Watch out now and fasten your seatbelts. There is the LuxCoreRender photonstorm ahead!
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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Re: PhotonGI cache
Daily Graphics: Hyper Dade deveoped Super LuxCoreRender.
Re: PhotonGI cache
ohohho.... now we should wait BYOB for using GPU with PGI on Blender...is it right?
Re: PhotonGI cache
No, there are no changes in BlendLuxCore required to run it on the GPU.
edit: I have exposed the normalangle parameter.
Re: PhotonGI cache
Ok, so higher usage threshold will definitely make fireflies a lot larger but also lot weaker and somewhat smeared. On other hand, in large space a high usage threshold and enough photons might still precalc fast, render fast and look clean.
I think it's still going to be a problem, they're going to creep in and might be a big issue in animation where they will cause flickering.
On other hand, this is probably one of the fastest renderer out there and giving best results out of the box.
I personally would say that if you make all materials work with pgi, then it would be good time for first official release. Hopefuly bringing some fresh eyes to the issue. But those fireflies deserve one more attempt at solving them, so that nobody can complain about it.
I didn't have too much time for testing, but here's a 7minute rendering(+9sec OIDN) on gtx1060 in 4K It also seems the more a scene part relies on GI cache, the more promiment the leaking is. Could it be, that sun and sky are simply too hard for cache to sample properly?
I think it's still going to be a problem, they're going to creep in and might be a big issue in animation where they will cause flickering.
On other hand, this is probably one of the fastest renderer out there and giving best results out of the box.
I personally would say that if you make all materials work with pgi, then it would be good time for first official release. Hopefuly bringing some fresh eyes to the issue. But those fireflies deserve one more attempt at solving them, so that nobody can complain about it.
I didn't have too much time for testing, but here's a 7minute rendering(+9sec OIDN) on gtx1060 in 4K It also seems the more a scene part relies on GI cache, the more promiment the leaking is. Could it be, that sun and sky are simply too hard for cache to sample properly?
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Re: PhotonGI cache
Whoa, now this looks very promising, great work!
I didn't expect this to come so soon and started some (non-PGI) animations over the weekend so I won't be testing it right now.
Thanks, much appreciated!
Not when animating with the same cache.
Of course that would require to save and load caches, maybe merge different versions or do visibility sampling along camera path.
Camera animation should be no problem then.
When there is heavy action in the scene that's a different matter though.
Re splotches: I'm still wondering if photon variance clamping could help with that?
But then this would only fix the bright splotches and not those in dark corners...