Search found 1522 matches

by Dade
Mon Feb 18, 2019 4:12 pm
Forum: Development
Topic: PhotonGI cache
Replies: 510
Views: 18161

Re: PhotonGI cache

lacilaci wrote:
Mon Feb 18, 2019 3:40 pm
Well... coating material is kinda problem... I have a scene that has no benefit from caching due to coating layer killing cache

this is indirect debug view, wood materials that have coating layer are black
Glossy coating is easy to add but are you using coating over what type of material ?
by Dade
Mon Feb 18, 2019 3:31 pm
Forum: Development
Topic: PhotonGI cache
Replies: 510
Views: 18161

Re: PhotonGI cache

@Dade, do you plan to work on caustic cache first or make all materials work with indirect cache first? I'm thinking to go first for caustic cache: it is a bit more complex than indirect cache on GPUs and it is required to cover all features on GPUs too (I mean, you can already render any material ...
by Dade
Mon Feb 18, 2019 11:01 am
Forum: Development
Topic: PhotonGI cache
Replies: 510
Views: 18161

Re: PhotonGI cache

lacilaci wrote:
Sun Feb 17, 2019 6:32 pm
I also think that angle parameter should be hidden and materials should be cached as if no bump was applied.
I have switched from using shading normal to geometry normal in PhotonGI. So bump/normal mapping is now ignored.

It seems to work fine but it is hard to predict, give it a spin.
by Dade
Mon Feb 18, 2019 10:44 am
Forum: Development
Topic: PhotonGI cache
Replies: 510
Views: 18161

Re: PhotonGI cache

Oh, so it's the whole radius of the sphere that creates photons even in the inside? I thought that if the cache hits a surface it is the only surface that will contains photons. It works in the opposite direction. The visibility map phase will create an (empty) cache entry inside the box. The photo...
by Dade
Mon Feb 18, 2019 10:37 am
Forum: Development
Topic: PhotonGI cache
Replies: 510
Views: 18161

Re: PhotonGI cache

PhotonGI is now fully supported on all path tracers (PATHCPU, PATHOCL, TILEPATHCPU and TILEPATHOCL).
by Dade
Mon Feb 18, 2019 10:30 am
Forum: Development
Topic: What is new in LuxCore API v2.2 ?
Replies: 4
Views: 963

Re: What is new in LuxCore API v2.2 ?

FarbigeWelt wrote:
Mon Feb 18, 2019 7:08 am
In my opinion
Current dev. state looks ready for 2.2 alpha1 rool out.
Yes but at this point I planning to add also the support for caustic cache with OpenCL before the release of first alpha so it will be nearly feature complete.
by Dade
Mon Feb 18, 2019 10:27 am
Forum: Development
Topic: PhotonGI cache
Replies: 510
Views: 18161

Re: PhotonGI cache

But wait, I understand that a large radius will leak through geometry like in your example. But I don't understand that in the situation I posted, how do cache entries from sun even end up inside the box? They aren't leak from outside are they? Isn't the sun hitting the floor outside the box ? I as...
by Dade
Mon Feb 18, 2019 10:07 am
Forum: Development
Topic: PhotonGI cache
Replies: 510
Views: 18161

Re: PhotonGI cache

If the cache lookup is smaller than wall thickness only then it won't get through. Yes but this is expected, the radius must be smaller of significative geometry features. I mean otherwise you could use a huge radius and render all the scene with just a single cache entry. Just render a single plan...
by Dade
Sun Feb 17, 2019 3:09 pm
Forum: Development
Topic: PhotonGI cache
Replies: 510
Views: 18161

Re: PhotonGI cache

lacilaci wrote:
Sun Feb 17, 2019 3:06 pm
filtering looks fine. Does it help with spikes in cache or is it not affecting the issue?
Yes, it does, try it.
by Dade
Sun Feb 17, 2019 3:01 pm
Forum: Development
Topic: PhotonGI cache
Replies: 510
Views: 18161

Re: PhotonGI cache

99.99% is still not cache-able or empty space, it is pointless to use PhotonGI in this scene (https://forums.luxcorerender.org/viewtopic.php?f=2&t=917). Yes, I already wrote in that thread that I didn't expect much from the bulk of that scene. Only for the logo in the middle, which is matte-transul...