Search found 1263 matches

by Dade
Sat Jan 19, 2019 10:48 pm
Forum: Development
Topic: PhotonGI cache
Replies: 55
Views: 866

Re: PhotonGI cache

We know it is 4x time faster in term of samples/sec but we don't know how fast it is in term of noise reduction performance. 4x faster than previous cache implementation, it is 0.68M samples/sec Vs 0.50M samples/sec faster than normal rendering (36% faster). For a noise comparison, check my previou...
by Dade
Sat Jan 19, 2019 3:25 pm
Forum: Development
Topic: PhotonGI cache
Replies: 55
Views: 866

Re: PhotonGI cache

epilectrolytics wrote:
Sat Jan 19, 2019 3:07 pm
And yet still without metropolis photon gathering, right?
Yup.
epilectrolytics wrote:
Sat Jan 19, 2019 3:07 pm
Would this work with an HDRI as well?
Yes, infinite lights like sky, HDR, etc. are the one hard to sample in general (and where a smart sampler like Metropolis can shine).
by Dade
Sat Jan 19, 2019 3:24 pm
Forum: Development
Topic: PhotonGI cache
Replies: 55
Views: 866

Re: PhotonGI cache

lacilaci wrote:
Sat Jan 19, 2019 3:02 pm
I wonder why that doorframe even has those artifacts when other detailed geometry seems to look clean.
It is also in normal path tracing rendering, I'm not sure if there is something in the geometry or the material :?:
by Dade
Sat Jan 19, 2019 1:45 pm
Forum: Development
Topic: PhotonGI cache
Replies: 55
Views: 866

Re: PhotonGI cache

B.Y.O.B. wrote:
Sat Jan 19, 2019 1:41 pm
Would it be possible to get a preview of the cache while it is building?
To spot stuff like the artifacts on the doorframe quickly.
Yup, this: viewtopic.php?f=5&t=840&start=30#p8884
by Dade
Sat Jan 19, 2019 1:38 pm
Forum: Development
Topic: PhotonGI cache
Replies: 55
Views: 866

Re: PhotonGI cache

I have to work on the samples/sec performance but PhotonGI is going to reduce the rendering times by a lot. I have moved some BSDF evaluation step from the rendering phase to the pre-processing phase and now the rendering is about 4-5 faster (!) at the cost of a slight increase in pre-processing ti...
by Dade
Fri Jan 18, 2019 4:51 pm
Forum: Development
Topic: PhotonGI cache
Replies: 55
Views: 866

Re: PhotonGI cache

Haha, it works, this is a rendering with 15 samples/pixel of LuxCore Benchmark and cache: cache.jpg And this without cache: no-cache.jpg Notice the huge difference of noise in indirect lighting (like under the table, etc.). And with only about 6 seconds of pre-processing: preprocess.jpg I have to wo...
by Dade
Fri Jan 18, 2019 4:24 pm
Forum: Development
Topic: PhotonGI cache
Replies: 55
Views: 866

Re: PhotonGI cache

You mean PATHCPU, right ? PATHOCL is unchanged for the moment. PathCPU of course, sorry. BTW, the slowdown is usually the effect of having a very large cache search radius and having many thousands of photon falling inside the search radius. Try to change the radius and you will see how the samples...
by Dade
Fri Jan 18, 2019 4:17 pm
Forum: Development
Topic: PhotonGI cache
Replies: 55
Views: 866

Re: PhotonGI cache

I added the support for generic "DIFFUSE | GLOSSY | REFLECT" materials (all not specular and not transparent materials). Support for transparent materials and volumes will come later. It works well: glossy1.jpg As expected, if the glossy surface start to be too "Specular" (i.e. very low roughness an...
by Dade
Fri Jan 18, 2019 4:09 pm
Forum: Development
Topic: PhotonGI cache
Replies: 55
Views: 866

Re: PhotonGI cache

Anyways, caustics from that file render now in PathOCL though very slowly (0.01M/s), one pass takes several minutes and the image shows strong aliasing but I guess all that will be optimised later once the cache works. You mean PATHCPU, right ? PATHOCL is unchanged for the moment. I'd like to sugge...
by Dade
Fri Jan 18, 2019 4:06 pm
Forum: Development
Topic: PhotonGI cache
Replies: 55
Views: 866

Re: PhotonGI cache

The matte node always exports roughmatte, as you say matte is used only in the fallback material when no material is assigned. However it is now important to export a "true" matte when possible because, even with PhotonGI generic support for materials, it will be still the faster option to render. ...