Search found 2253 matches

by Dade
Wed Aug 07, 2019 9:20 am
Forum: Development
Topic: Shadow Terminator problem
Replies: 60
Views: 886

Shadow Terminator problem

Introduction This was the starting point in a quite extreme case: old.jpg Fixing a couple of problems As first step I have fixed 2 problems: 1) the self-shadow problem in 2 triangles with a glancing angle with the light source (i.e. see the noise due to some self-intersection of shadow rays); 2) th...
by Dade
Wed Aug 07, 2019 9:05 am
Forum: User Support
Topic: glossy edges
Replies: 10
Views: 172

Re: glossy edges

So use Disney instead of Glossy2 material, why not :?:
by Dade
Tue Aug 06, 2019 6:28 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 288
Views: 9763

Re: Env. Light Visibility Cache

So the main question is... can this be done faster? I guess all cache building starts with a visibility pass? Maybe in case of PGI and ELVC the same first pass could be used for both to save time (combined building of separate caches)? Yes, that is another option (not only for visibility), if every...
by Dade
Tue Aug 06, 2019 6:27 pm
Forum: User Support
Topic: Huge RAM usage during kernel compilation
Replies: 16
Views: 216

Re: Huge RAM usage during kernel compilation

Could be a material that make things bad? Recursive materials or textures are usually main source of problems (a material referencing another material like mix, coating, etc, or a texture referencing another texture like add, mix, etc.). For future reference, also procedural textures sometime make ...
by Dade
Tue Aug 06, 2019 3:10 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 288
Views: 9763

Re: Env. Light Visibility Cache

May be, one of the many possibility would be to use Embree support for tracing multiple rays in parallel with SSE/AVX/AVX2, it could reduce the pre-processing time by 4-5 times on an AVX2 capable CPU (with a packet of 8 rays traced at the same time). What about doing it on the GPU? It is another po...
by Dade
Tue Aug 06, 2019 3:09 pm
Forum: User Support
Topic: Huge RAM usage during kernel compilation
Replies: 16
Views: 216

Re: Huge RAM usage during kernel compilation

marcatore wrote:
Tue Aug 06, 2019 3:04 pm
Could be a material that make things bad?
Recursive materials or textures are usually main source of problems (a material referencing another material like mix, coating, etc, or a texture referencing another texture like add, mix, etc.).
by Dade
Tue Aug 06, 2019 3:02 pm
Forum: User Support
Topic: Huge RAM usage during kernel compilation
Replies: 16
Views: 216

Re: Huge RAM usage during kernel compilation

I can't understand when you talk about the caching of the kernel compilation. Just try to run the same rendering 2 times, the second should be very fast. It seems that it never cache anything cause it redo everytime... full compilation is needed just for one additional feature? Is it not possible t...
by Dade
Tue Aug 06, 2019 2:58 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 288
Views: 9763

Re: Env. Light Visibility Cache

So the main question is... can this be done faster? May be, one of the many possibility would be to use Embree support for tracing multiple rays in parallel with SSE/AVX/AVX2, it could reduce the pre-processing time by 4-5 times on an AVX2 capable CPU (with a packet of 8 rays traced at the same tim...
by Dade
Tue Aug 06, 2019 2:50 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 288
Views: 9763

Re: Env. Light Visibility Cache

Removed the support for single map env. visibility (the old visibility code). :cry: Please, bring it back (or portals). At least until there's something else to replace it for interior animations. It was best solution in my interior test animations. Only Light Trace caustics were flickering. Uh ? W...
by Dade
Tue Aug 06, 2019 2:46 pm
Forum: User Support
Topic: Huge RAM usage during kernel compilation
Replies: 16
Views: 216

Re: Huge RAM usage during kernel compilation

Is it normal that during the kernel compilation the RAM usage doubles? I have a scene that needs 4Gb (at least this is what task manager says) but during the kernel compilation RAM goes to 8GB. Anyone else? NVIDIA GPU ? Some OpenCL compiler is both slow and memory angry, however, if it is the compi...