...However, to stay on topic. Direct light sampling and shadows from lights are much more worse than ecycles or octane and I hope this new envcache could help with coming up with a solution.
We can have all them nice gi and denoising if the shadows are super noisy.
Search found 1921 matches
- Fri May 24, 2019 11:17 am
- Forum: Development
- Topic: Env. Light Visibility Cache
- Replies: 300
- Views: 122865
- Fri May 24, 2019 11:03 am
- Forum: Development
- Topic: Env. Light Visibility Cache
- Replies: 300
- Views: 122865
Re: Env. Light Visibility Cache
However it must be clear that it is pretty much "Path+GPU+PhotonGI" Vs "BiDir+CPU+Guided sampling" (i.e. guided sampling make most sense to accelerate BIDir and if it is worth doing, it is quite debatable compared "Path+GPU+PhotonGI"). So do you mean there is no gain i...
- Fri May 24, 2019 9:17 am
- Forum: Development
- Topic: Env. Light Visibility Cache
- Replies: 300
- Views: 122865
Re: Env. Light Visibility Cache
And some sort of light grouping and approximation isn't possible? With hi-poly meshes that have same material..
- Thu May 23, 2019 12:13 pm
- Forum: Development
- Topic: Env. Light Visibility Cache
- Replies: 300
- Views: 122865
Re: Env. Light Visibility Cache
Yeah I actually wonder, could this help sampling heavy meshlights?
- Tue May 21, 2019 10:46 am
- Forum: Development
- Topic: Env. Light Visibility Cache
- Replies: 300
- Views: 122865
Re: Env. Light Visibility Cache
Oh, I see... I was confused by azure:
- Tue May 21, 2019 10:15 am
- Forum: Development
- Topic: Env. Light Visibility Cache
- Replies: 300
- Views: 122865
Re: Env. Light Visibility Cache
Right now in daily builds it looks like this: luxcore: cornelluxcore.png e-cycles: cornellecycles.png the e-cycles doesn't use portal but luxcore does use vis. map... This is because in such simple scenario portal for e-cycles doesn't make any difference. What I find very interesting is that sidewal...
- Tue May 21, 2019 10:00 am
- Forum: Development
- Topic: Material/Texture rework in v2.4
- Replies: 38
- Views: 25767
Re: Material/Texture rework in v2.3
There is some shadow trick other renderers tend to use for glass (vray, corona) maybe that would be enough. And not just shadow trick... there are some GI and samples tricks you can use if needed Yes this once again goes back to this issue: https://github.com/LuxCoreRender/LuxCore/issues/148 I'm a ...
- Tue May 21, 2019 4:45 am
- Forum: Development
- Topic: Env. Light Visibility Cache
- Replies: 300
- Views: 122865
Re: Env. Light Visibility Cache
Is this enabled by default?(replacing current visibility map) or is it a new feature/mode that has to be exposed in blender?
- Mon May 20, 2019 6:51 pm
- Forum: Development
- Topic: Env. Light Visibility Cache
- Replies: 300
- Views: 122865
Re: Env. Light Visibility Cache
1. Shadows in the back wall still look quite noisy, why is that? Maybe not enough sample. Was npt intended to be 100% Clear as it is a direct comparison at same sampne level. Maybe, I'm also viewing it on a phone atm... Anyway, if there's a build I'll give it a proper try tomorrow, cause today I sa...
- Mon May 20, 2019 5:01 pm
- Forum: Development
- Topic: Env. Light Visibility Cache
- Replies: 300
- Views: 122865
Re: Env. Light Visibility Cache
Looking good...
1. Shadows in the back wall still look quite noisy, why is that?
2. How bad is the memory footprint? Does it increase with scene complexity?
3. Can this be used for other light types too?
1. Shadows in the back wall still look quite noisy, why is that?
2. How bad is the memory footprint? Does it increase with scene complexity?
3. Can this be used for other light types too?