ENV cache persistence

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juangea
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Re: ENV cache persistence

Post by juangea » Mon Jan 27, 2020 10:04 pm

But there is a lot of flicker, this cannot be used in animation rendering at all I'm afraid :S

Maybe increasing some value or something like that can prevent the flicker.

kintuX
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Re: ENV cache persistence

Post by kintuX » Wed Jan 29, 2020 1:06 am

NOTE!

Flickering is caused because the lighting in the scene is dynamic, while Persistence for PGI & Environment Caches are On!
Specifically, HDRI intensity lowers just slightly over time to stay concurrent with the sun setting down (as can be observed).
I was expecting it, but was also hoping to be less pronounced. Because I love to play with dynamic lighting, and can do it with Corona.
Mea culpa! ;)

PS
Looks good, when caches are Off - but takes more time, since there's more noise!

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Dade
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Re: ENV cache persistence

Post by Dade » Wed Jan 29, 2020 10:07 am

kintuX wrote:
Wed Jan 29, 2020 1:06 am
Flickering is caused because the lighting in the scene is dynamic, while Persistence for PGI & Environment Caches are On!
Specifically, HDRI intensity lowers just slightly over time to stay concurrent with the sun setting down (as can be observed).
I was expecting it, but was also hoping to be less pronounced. Because I love to play with dynamic lighting, and can do it with Corona.
It can not work because the caches will account only for the original HDR intensity while paths hitting the light sources will account for current (i.e. animated) intensity. There is MIS between both values and it will lead to a mess because one is static while the other is animated :idea:
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mischterlampe
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Re: ENV cache persistence

Post by mischterlampe » Fri Apr 03, 2020 6:39 pm

kintuX wrote:
Wed Jan 29, 2020 1:06 am
NOTE!

Flickering is caused because the lighting in the scene is dynamic, while Persistence for PGI & Environment Caches are On!
Specifically, HDRI intensity lowers just slightly over time to stay concurrent with the sun setting down (as can be observed).
I was expecting it, but was also hoping to be less pronounced. Because I love to play with dynamic lighting, and can do it with Corona.
Mea culpa! ;)

PS
Looks good, when caches are Off - but takes more time, since there's more noise!
Hi,
I was wondering if you can help me.
I have an animation with a static hdri but some objects are flickering. https://streamable.com/tjylqi
I rendered with pathtracing, gpu and "add light tracing". The caches were photongi with indirect and environment Cache. My guess is, that every objects with a glossiness beneath the glosiness threshole of the "add light tracing" setting are flickering.
What are the best settings for a animated camera in a static interior?
Thank you

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Dade
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Re: ENV cache persistence

Post by Dade » Fri Apr 03, 2020 9:40 pm

mischterlampe wrote:
Fri Apr 03, 2020 6:39 pm
I have an animation with a static hdri but some objects are flickering. https://streamable.com/tjylqi
I rendered with pathtracing, gpu and "add light tracing".
I have fixed a bug that may explain your problem: https://github.com/LuxCoreRender/LuxCore/issues/312
You can try to use a daily build or to disable light tracing.
mischterlampe wrote:
Fri Apr 03, 2020 6:39 pm
The caches were photongi with indirect and environment Cache. My guess is, that every objects with a glossiness beneath the glosiness threshole of the "add light tracing" setting are flickering.
What are the best settings for a animated camera in a static interior?
You need to use persistent cache for both caches, are you ?

Is the window glass set to architectural type ?
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mischterlampe
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Re: ENV cache persistence

Post by mischterlampe » Sat Apr 04, 2020 6:28 pm

Dade wrote:
Fri Apr 03, 2020 9:40 pm
mischterlampe wrote:
Fri Apr 03, 2020 6:39 pm
I have an animation with a static hdri but some objects are flickering. https://streamable.com/tjylqi
I rendered with pathtracing, gpu and "add light tracing".
I have fixed a bug that may explain your problem: https://github.com/LuxCoreRender/LuxCore/issues/312
You can try to use a daily build or to disable light tracing.
mischterlampe wrote:
Fri Apr 03, 2020 6:39 pm
The caches were photongi with indirect and environment Cache. My guess is, that every objects with a glossiness beneath the glosiness threshole of the "add light tracing" setting are flickering.
What are the best settings for a animated camera in a static interior?
You need to use persistent cache for both caches, are you ?

Is the window glass set to architectural type ?
I'm working with the daily build 2.4 of luxcore from yesterday and blender 2.83.11.
So I think the mentioned bug (https://github.com/LuxCoreRender/LuxCore/issues/312) is fixed, right?

I'm rendering the different caches, caustics and persistent caches versions.

But meanwhile I would like to know, if the glowing phenomenon in this video has something to do with the flickering caustics.
https://streamable.com/u94gex What you see is the setup with the hdri and when I switch to viewport rendering and turn down the exposure of the hdri, everything becomes darker but the glossy materials not. The ceramics are glowing. If I change the view in the viewport this effect is gone, but can be started again, if you reset the exposure, switch to solid view, start viewport rendering and lower the exporsure again. If I turn of the causticts, this effect doesn't happen. Is this a normal behaviour?

mischterlampe
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Re: ENV cache persistence

Post by mischterlampe » Sat Apr 04, 2020 9:00 pm

Dade wrote:
Fri Apr 03, 2020 9:40 pm
mischterlampe wrote:
Fri Apr 03, 2020 6:39 pm
I have an animation with a static hdri but some objects are flickering. https://streamable.com/tjylqi
I rendered with pathtracing, gpu and "add light tracing".
I have fixed a bug that may explain your problem: https://github.com/LuxCoreRender/LuxCore/issues/312
You can try to use a daily build or to disable light tracing.
mischterlampe wrote:
Fri Apr 03, 2020 6:39 pm
The caches were photongi with indirect and environment Cache. My guess is, that every objects with a glossiness beneath the glosiness threshole of the "add light tracing" setting are flickering.
What are the best settings for a animated camera in a static interior?
You need to use persistent cache for both caches, are you ?

Is the window glass set to architectural type ?
So, I rendered every possibility I know to get a non flickering version of the animation, but I didn't figured it out.
I worked with blender 2.83 and luxcore 2.4, but I tested everything also in 2.82 and 2.3.
The only solution I could render is to work without caustics, but I don't want to accept that.

Yes, the window glass is set to architectural. And yes I rendered now with persistent caches for photon gi and environment. But it is still flickering. The Caustic Light Cache didn't change the flickering.

((With the luxcore 2.4 version I had problems with the persistent environment cache. It didn't worked for me. It always calculated it for every frame and didn't use the saved one from the first image of the animation.)) Was it fixed in the last 24 hours?

So my wish is that someone can take the danishmood scene from https://luxcorerender.org/example-scenes/
animate a camera, change the hdri to a sunny one, turn on the caustics and show me that it is possible to get a flickerfree animation.
Oh, that would be great.

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B.Y.O.B.
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Re: ENV cache persistence

Post by B.Y.O.B. » Sat Apr 04, 2020 9:24 pm

mischterlampe wrote:
Sat Apr 04, 2020 9:00 pm
((With the luxcore 2.4 version I had problems with the persistent environment cache. It didn't worked for me. It always calculated it for every frame and didn't use the saved one from the first image of the animation.)) Was it fixed in the last 24 hours?
I can not reproduce this. Please upload a file that shows the problem.

mischterlampe
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Re: ENV cache persistence

Post by mischterlampe » Sat Apr 04, 2020 9:43 pm

B.Y.O.B. wrote:
Sat Apr 04, 2020 9:24 pm
mischterlampe wrote:
Sat Apr 04, 2020 9:00 pm
((With the luxcore 2.4 version I had problems with the persistent environment cache. It didn't worked for me. It always calculated it for every frame and didn't use the saved one from the first image of the animation.)) Was it fixed in the last 24 hours?
I can not reproduce this. Please upload a file that shows the problem.
Sorry, my bad.
I just used the version from yesterday and it worked as it should.
Too much testing.
Last edited by mischterlampe on Sun Apr 05, 2020 8:09 pm, edited 1 time in total.

mischterlampe
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Re: ENV cache persistence

Post by mischterlampe » Sun Apr 05, 2020 8:08 pm

B.Y.O.B. wrote:
Sat Apr 04, 2020 9:24 pm
mischterlampe wrote:
Sat Apr 04, 2020 9:00 pm
((With the luxcore 2.4 version I had problems with the persistent environment cache. It didn't worked for me. It always calculated it for every frame and didn't use the saved one from the first image of the animation.)) Was it fixed in the last 24 hours?
I can not reproduce this. Please upload a file that shows the problem.
Hi B.Y.O.B. is a bug with luxcore version 2.4. If I take this file https://we.tl/t-GXdeoNOB20, and render an animation with an hdri, the first and the second frame differs in lighting. This doesn't happen if I use sun and sky, this is why I thought I did a mistake. The third frame looks like the second one regarding lighting. I used persistent photon and env cache. In comparision to V2.3, the first frame looks too bright, the second one too dark.
LUX 2.4 HDRI
lux V2.4 HDRI_0001.png
lux V2.4 HDRI_0002.png
LUX 2.3 HDRI
lux V2.3_HDRI_0001.png
lux V2.3_HDRI_0002.png
lux V2.3_HDRI_0003.png
LUX 2.4 Sun and Sky
lux V2.4_sky_0001.png
lux V2.4_sky_0002.png
lux V2.4_sky_0003.png

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