Very long wait for caches enabled

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nigma46
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Re: Very long wait for caches enabled

Post by nigma46 »

sure.
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ground truth (no cache, PT only)
ground truth (no cache, PT only)
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B.Y.O.B.
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Re: Very long wait for caches enabled

Post by B.Y.O.B. »

You can try to raise the brute force radius scale, but this will lower rendering performance because the cache will be used less (over the whole image).
Or you could disable cache usage for the floor (in the material output node advanced settings).
nigma46
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Re: Very long wait for caches enabled

Post by nigma46 »

B.Y.O.B. wrote: Thu Nov 12, 2020 8:59 am You can try to raise the brute force radius scale, but this will lower rendering performance because the cache will be used less (over the whole image).
Or you could disable cache usage for the floor (in the material output node advanced settings).
Brilliant idea! Thanks.
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Dade
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Re: Very long wait for caches enabled

Post by Dade »

B.Y.O.B. wrote: Thu Nov 12, 2020 8:59 am You can try to raise the brute force radius scale, but this will lower rendering performance because the cache will be used less (over the whole image).
Do walls have thickness ?
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nigma46
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Re: Very long wait for caches enabled

Post by nigma46 »

Dade wrote: Thu Nov 12, 2020 9:37 am Do walls have thickness ?
no, they don't actually. Is this what causes it?
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Re: Very long wait for caches enabled

Post by Dade »

nigma46 wrote: Thu Nov 12, 2020 11:17 am
Dade wrote: Thu Nov 12, 2020 9:37 am Do walls have thickness ?
no, they don't actually. Is this what causes it?
Likely, you can have light leaks due to numerical precision (or too large cache entry conditions like normal angle, etc.) in that case.
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Re: Very long wait for caches enabled

Post by B.Y.O.B. »

Note that you don't have to add a solidify modifier to the walls if that generates too many new polies, you can also just put boxes behind the walls to block the light.
nigma46
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Re: Very long wait for caches enabled

Post by nigma46 »

After trying blocking volumes, thickening the floor, setting face smoothing to flat.. in the end what resolved it was changing the wall geometry so that part of it did not intersect with the floor geometry. Intresting to know. Will avoid this in future.
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