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...
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.
There is a parameter for this merging, so I guess you can just disable it if you want
Thanks goodness you're right!
Very embarrassing I didn't get it when it's right in the title
I was just so scared when I tried it on my test scene and the caustics turned blurry!
Background light caustics still don't work right though.
Editing B.Y.O.B.'s test file by setting the marge.radiusscale to 0.01 I could get decent sharpness with still some speed gain in OCL.
Last edited by epilectrolytics on Thu Feb 21, 2019 5:12 pm, edited 1 time in total.
Another visualisation of the problem the caustic cache has with infinite background light:
Took B.Y.O.B.'s dice file and replaced the area light with white background color:
(latest builds including photon merge, from Blender)
I did notice though that with some materials I have to raise normal angle quite high ~60 degree, to get gi caching working on them (most likely due to bump mapping)
lacilaci wrote: ↑Fri Feb 22, 2019 6:11 am
I did notice though that with some materials I have to raise normal angle quite high ~60 degree, to get gi caching working on them (most likely due to bump mapping)
It is not possible because geometry normal is now used. I can not add anything more without a test scene.
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