That's it, simple question
Why is there a limit of 8 lightgroups?
Thanks!
Why is there a limit of 8 lightgroups?
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: Why is there a limit of 8 lightgroups?
Mostly because of GPUs/OpenCL, I must have a finite number there.
Re: Why is there a limit of 8 lightgroups?
Technically there's only a limit if you use an OpenCL engine, the CPU engines have no limit.
But in the Blender addon I'm always using the limit of 8 to make my life easier.
But in the Blender addon I'm always using the limit of 8 to make my life easier.
Re: Why is there a limit of 8 lightgroups?
Ok, so it's a GPU limitation, understood
(I don't think it's a big problem, and I'm with you regarding making your life easier hahaha)
(I don't think it's a big problem, and I'm with you regarding making your life easier hahaha)
Re: Why is there a limit of 8 lightgroups?
We could use a higher number if requested.
@Dade, I guess this would not raise memory consumption when the max. number of light groups is not actually used, right?
@Dade, I guess this would not raise memory consumption when the max. number of light groups is not actually used, right?
Re: Why is there a limit of 8 lightgroups?
Yup, it would increase the size of the SampleResult structure, there is a SampleResult structure for each thread and there are hundred of thousands of GPU threads.
Re: Why is there a limit of 8 lightgroups?
Oh, so my statement was wrong, it would have an impact even if no lightgroups are used at all.
Re: Why is there a limit of 8 lightgroups?
Yes, GPU structures must have a fixed size or it would require conditional compilation (i.e. kernel re-compilation). There are other options (i.e. store the values in a dedicated buffer, not inside the SampleResult structure) but are complex.