PhotonGI cache
Re: PhotonGI cache
So I downloaded latest daily and plugin to be sure and here's my result out of the box no settings changed, just opening and rendering the scene:
and here's how things look when I make the meshlight more powerful - you can see how meshlight samples are separated from environment light samples in cache debug:
Re: PhotonGI cache
Can it be related to
Code: Select all
bool TracePhotonsThread::TracePhotonPath(RandomGenerator &rndGen,
const vector<float> &samples,
vector<RadiancePhotonEntry> &newIndirectPhotons,
vector<Photon> &newCausticPhotons) {
// Hard coded RR parameters
Re: PhotonGI cache
Maybe too many photons are fired from the mesh emitter and not enough from the sky?
Re: PhotonGI cache
An interesting thing is, if I raise the amount of photons and cache size (to a very lare number) I can cover up back the cache entries from meshlight with entries from skylight, HOWEVER the moment I raise power of meshlight once more, it starts again replacing entries from enviro light.... And performance suffers greatly!.
In my office scene there are plenty small lightsources, monitor displays and lightbulbs from pendands and they all eat away from cache/ replace stronger cache entries from sun and sky. This results in a very crappy looking cache and performance is just as bad as not using cache at all.
Re: PhotonGI cache
light strategy has an impact on how PGI distribute photons?
Re: PhotonGI cache
I replaced in tracevisibilitythread.cpp and in tracephotonsthread.cpp, the default RR parameters with 2048 and cap 1.Fox wrote: ↑Mon Mar 11, 2019 3:53 pm Can it be related toCode: Select all
bool TracePhotonsThread::TracePhotonPath(RandomGenerator &rndGen, const vector<float> &samples, vector<RadiancePhotonEntry> &newIndirectPhotons, vector<Photon> &newCausticPhotons) { // Hard coded RR parameters
In scene file also RR 2048 cap 1 and photon and path depth 2048. Can't see any point in that, no visible difference in final render, but 19 hours cache compute time. Although caustic cache seems to be little bigger than indirect.
indirect photon stored: 368554383, memory usage 1063 Kbytes
caustic photon stored: 473434, memory usage 44095 Kbytes
Re: PhotonGI cache
It is equivalent to disable RR.
Re: PhotonGI cache
It is very strange, it wasn't happening to me because I was using an older version of BlendLuxCore. After updating the plugin, it is happening here too.lacilaci wrote: ↑Mon Mar 11, 2019 4:01 pm An interesting thing is, if I raise the amount of photons and cache size (to a very lare number) I can cover up back the cache entries from meshlight with entries from skylight, HOWEVER the moment I raise power of meshlight once more, it starts again replacing entries from enviro light.... And performance suffers greatly!.
In my office scene there are plenty small lightsources, monitor displays and lightbulbs from pendands and they all eat away from cache/ replace stronger cache entries from sun and sky. This results in a very crappy looking cache and performance is just as bad as not using cache at all.
Re: PhotonGI cache
I'm pretty sure the problem is triggered by the light source having 480 triangles. This is over the 256 threshold used to disable direct light sampling.
I will check and fix the code to handle this case but using light sources with hundred of triangles is not efficient.
I will check and fix the code to handle this case but using light sources with hundred of triangles is not efficient.