Env. Light Visibility Cache
Re: Env. Light Visibility Cache
This is looking really nice, won't it fall apart with more complex situation/obstacles? Is it fully automated solution?
Re: Env. Light Visibility Cache
I don't know, there are millions of possible combinations to tests.
Yes, you can control the resolution of the visibility maps to use more/less memory (and have more/less accurate maps) but it is pretty much automated.
Re: Env. Light Visibility Cache
Bravo this look really like the kind of improvement provided by PGI impressive.
Do the current state work with other light type ? Or it is only HDRi.
And at tje end can this replace DLSC ?
Do the current state work with other light type ? Or it is only HDRi.
And at tje end can this replace DLSC ?
Re: Env. Light Visibility Cache
Prominent results, but how does it behave with small opening/s (ie. Camera Obscura or 2-3 small window size openings)?
Re: Env. Light Visibility Cache
guessing at how fast it is on open scene i think small openning will be even faster
can't wait to test it .
Re: Env. Light Visibility Cache
Will this cache go through glass or translucent materials? Can I benefit from this when I have huge curtain covering windows?
Re: Env. Light Visibility Cache
I have merged the experimental branch with the main one. This feature will be available on daily build now on (CPU-only, OpenCL still to do).
The new cache is available for infinitelight, constantinfinite and sky2 light sources. The related properties are:
Just enabling the cache should be enough for most scenes:
If you are seeing some artifact, try to increase the map resolution and/or sample per pixel:
If you want to reduce the memory usage, reduce instead the map resolution. If you want to reduce the pre-processing time, try to reduce the samples per pixel and/or the map resolution too.
This is a 50 samples per pixel rendering without the cache:
and this with cache enabled:
The difference in penumbra areas can be really huge.
Everything is still untested/unknown. The 2 scene renderings posted in this thread are literally the only scenes ever rendered up to now.
The new cache is available for infinitelight, constantinfinite and sky2 light sources. The related properties are:
Code: Select all
scene.lights.<light source name>.visibilitymapcache.enable = 1
scene.lights.<light source name>.visibilitymapcache.map.width = 128
scene.lights.<light source name>.visibilitymapcache.map.height = 64
scene.lights.<light source name>.visibilitymapcache.map.samplecount = 4
scene.lights.<light source name>.visibilitymapcache.map.sampleupperhemisphereonly = 0
scene.lights.<light source name>.visibilitymapcache.visibility.maxsamplecount = 1048576
scene.lights.<light source name>.visibilitymapcache.visibility.maxdepth = 4
scene.lights.<light source name>.visibilitymapcache.visibility.targethitrate = 0.99
scene.lights.<light source name>.visibilitymapcache.visibility.radius = 0.0
scene.lights.<light source name>.visibilitymapcache.visibility.glossinessusagethreshold = 0.05
Code: Select all
scene.lights.<light source name>.visibilitymapcache.enable = 1
Code: Select all
scene.lights.<light source name>.visibilitymapcache.map.width = 256
scene.lights.<light source name>.visibilitymapcache.map.height = 128
scene.lights.<light source name>.visibilitymapcache.map.samplecount = 8
This is a 50 samples per pixel rendering without the cache:
and this with cache enabled:
The difference in penumbra areas can be really huge.
Everything is still untested/unknown. The 2 scene renderings posted in this thread are literally the only scenes ever rendered up to now.
Re: Env. Light Visibility Cache
Wow the difference is really big, but I do see some artifacting around the area of direct sun exposure, looks a lot like DLCS artifacting actually.
Re: Env. Light Visibility Cache
I also wonder, why is the sunlit area noisy? Shouldn't that part be like instant clean?
Re: Env. Light Visibility Cache
wonder the same. it is strange that the are that is directly illuminated stay so noisy