Water material needs volume.
PhotonGI cache
Re: PhotonGI cache
wow, it worksepilectrolytics wrote: ↑Thu Jun 20, 2019 1:43 pmWater material needs volume.
pool.jpg
pooltest.blend.zip
but I'm getting really low samples/sec
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Re: PhotonGI cache
Then you probably need to simplify the cache settings: lower size, lower lookup maxcount.
Also I have indirect cache off, should work with on too.
Currently during the cache update no path tracing happens, so cache building time is the bottleneck.
Re: PhotonGI cache
Yeah I'm gonna have to experiment a bit.epilectrolytics wrote: ↑Thu Jun 20, 2019 2:14 pmThen you probably need to simplify the cache settings: lower size, lower lookup maxcount.
Also I have indirect cache off, should work with on too.
Currently during the cache update no path tracing happens, so cache building time is the bottleneck.
Re: PhotonGI cache
Some more findings about Caustic cache...
1. With Volumes there's huge regression, especially in cases like "water in a glass".
"Samples/Sec drop from 6.5M to 84K." #bugs @ LuxCoreRender discord
2. Using low Lookup Radius value in combination with low Radius Scale "dark edges" occur. At first behind specular surfaces (alike epilectrolytics case) and also on diffuse with extra darkening when Normal Angle is set to 0°.
3. With Periodic Update on, every third (3rd) rendering freezes Blender when hitting Halt - need to force quit. No error in console, just constant loop through Refresh Film. With it off, renders continue working fine.
1. With Volumes there's huge regression, especially in cases like "water in a glass".
"Samples/Sec drop from 6.5M to 84K." #bugs @ LuxCoreRender discord
2. Using low Lookup Radius value in combination with low Radius Scale "dark edges" occur. At first behind specular surfaces (alike epilectrolytics case) and also on diffuse with extra darkening when Normal Angle is set to 0°.
3. With Periodic Update on, every third (3rd) rendering freezes Blender when hitting Halt - need to force quit. No error in console, just constant loop through Refresh Film. With it off, renders continue working fine.
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Re: PhotonGI cache
Yes, me too
Looks like photon cast does not recognise smoothing. .
Because of periodic not yet working with persistent cache I tried to animate the file without indirect, only with periodic caustic cache.
The first frame finished after 6.5min and 400 samples, but the second continued to render after reaching the sample limit, samples locked but apparently continuously updating. I had to force quit because escape wouldn't stop the loop.
Re: PhotonGI cache
I should have fixed this problem.epilectrolytics wrote: ↑Wed Jun 19, 2019 6:26 pm First I'm moving the camera to the last frame #100 to write the persistent cache.
Then I disable "compute and overwrite" so that in the next render the existing cache is reused.
When I hit the animation button in Blender, rendering starts and an image appears, but after few seconds it crashes.
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Re: PhotonGI cache
Great!
I see the build has succeeded but somehow the "latest" category from Github has disappeared and the release has not been deployed
Re: PhotonGI cache
I scheduled another build, Azure isn't very reliable in the latest days.epilectrolytics wrote: ↑Fri Jun 21, 2019 12:43 pmGreat!
I see the build has succeeded but somehow the "latest" category from Github has disappeared and the release has not been deployed
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Re: PhotonGI cache
Thanks for your effort!
(No idea what the grey bar in my last post is about )
(No idea what the grey bar in my last post is about )