Search found 2025 matches

by Dade
Mon Jun 17, 2019 10:34 pm
Forum: Development
Topic: PhotonGI cache
Replies: 978
Views: 60454

Re: PhotonGI cache

Cyclic cache prevents persistent cache, that has to be exposed properly in Blender. Persistent (indirect) cache should work, persistent (caustic) cache should work too but it quite pointless as the saved cache will be used only for the very first cycle ... don't talk about "Cycles" ... it confuse m...
by Dade
Mon Jun 17, 2019 10:29 pm
Forum: User Support
Topic: Observed XID 31 on host while running luxmark in Win2014x64 VM.
Replies: 1
Views: 60

Re: Observed XID 31 on host while running luxmark in Win2014x64 VM.

According Nvidia: https://docs.nvidia.com/deploy/xid-errors/index.html What Is an Xid Message The Xid message is an error report from the NVIDIA driver that is printed to the operating system's kernel log or event log. Xid messages indicate that a general GPU error occurred, most often due to the dr...
by Dade
Mon Jun 17, 2019 8:21 pm
Forum: Development
Topic: PhotonGI cache
Replies: 978
Views: 60454

Re: PhotonGI cache

lacilaci wrote:
Mon Jun 17, 2019 7:35 pm
Btw. I do hope by "closing pending stuff" you also mean fix for vis. cache bug and also make that env cache work on gpu :)
"vis. cache" = "env cache" ?

(But yes, that is the idea)
by Dade
Mon Jun 17, 2019 8:20 pm
Forum: Development
Topic: PhotonGI cache
Replies: 978
Views: 60454

Re: PhotonGI cache

I still think it would be useful: - The cache could be re-generated periodically on CPU parallel with the GPU rendering (no performance loss :!:) It has a cost: we do hybrid rendering so if we use the CPU for cache update, we have to stop the CPU rendering (i.e. the cost). The main reason I see for...
by Dade
Mon Jun 17, 2019 6:13 pm
Forum: Development
Topic: PhotonGI cache
Replies: 978
Views: 60454

Re: PhotonGI cache

This pretty much rendering like SPPM without radius reduction. Would it be possible to add this as well? Yes, but it would require a lot of work and be of quite little use. The current solution works transparently for all other code, reducing the radius would require some weight computation and exp...
by Dade
Mon Jun 17, 2019 6:05 pm
Forum: Development
Topic: PhotonGI cache
Replies: 978
Views: 60454

Re: PhotonGI cache

And this with an update every 16 spp but exactly the same other caustic cache parameters: Huuuh do you mean it can be the same for Indirect cache ? so it turn as an online cache ? The same process would be trivial to do for indirect cache (i.e. it would require to change only one line of code) but ...
by Dade
Mon Jun 17, 2019 2:56 pm
Forum: Development
Topic: PhotonGI cache
Replies: 978
Views: 60454

Re: PhotonGI cache

I added the support for periodic update of the PGI caustic cache to PATHCPU (OpenCL support will follow as usual). This pretty much rendering like SPPM without radius reduction. It is also very near to do a subset of BiDir paths. The new property to enable the updated is: path.photongi.caustic.updat...
by Dade
Mon Jun 17, 2019 10:30 am
Forum: Development
Topic: Tiled OIDN Denoising
Replies: 70
Views: 4465

Re: Tiled OIDN Denoising

Tiled denoising will be integrated into the next OIDN release according Attila: https://github.com/OpenImageDenoise/oid ... -502442748

It also offered some hint for our current in house implementation (you can find the information in the link). Do we use a 128 pixel overlap ?
by Dade
Sat Jun 15, 2019 10:21 pm
Forum: News
Topic: LuxCoreRender v2.2beta2 released
Replies: 12
Views: 900

LuxCoreRender v2.2beta2 released

Downloads: Standalone: https://github.com/LuxCoreRender/LuxCore/releases/tag/luxcorerender_v2.2beta2 Blender Addon: https://github.com/LuxCoreRender/BlendLuxCore/releases/tag/blendluxcore_v2.2beta2 Changelog: https://wiki.luxcorerender.org/LuxCoreRender_Release_Notes_v2.2 LuxCore New Features since...
by Dade
Sat Jun 15, 2019 6:33 pm
Forum: Works in Progress
Topic: Interior & exterior gghouse
Replies: 34
Views: 1576

Re: Interior & exterior gghouse

Btw i don't really understand how the SIBL lighting system work. On the w3bsite it is said that it is intended to produce fast convergence fast render. It a simple trick, it uses an high resolution image when it is directly visible and a low resolution image for all other rays. It usually results i...