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Re: PhotonGI cash problem
Posted: Mon Aug 30, 2021 3:54 pm
by PetrT
kintuX wrote: ↑Sat Aug 28, 2021 7:24 pm
Use of PhotonGI Cache makes results a bit darker.
Not sure, but I think it was already mentioned...
This topic about another problem.
Problem with shading solves when Environment Light Cache is turned off
Re: PhotonGI cash problem
Posted: Mon Aug 30, 2021 8:29 pm
by kintuX
Righty then... not a problem really
Re: PhotonGI cash problem
Posted: Tue Aug 31, 2021 7:15 am
by PetrT
pic of test
Re: PhotonGI cash problem
Posted: Thu Sep 02, 2021 12:29 pm
by Dade
I'm looking into the problem.
Re: PhotonGI cash problem
Posted: Fri Sep 03, 2021 11:36 am
by Dade
It looks like the problem is related to the use of constant infinite light, if I replace the light source with an HDR infinite light source, it works fine:
Re: PhotonGI cash problem
Posted: Fri Sep 03, 2021 3:34 pm
by PetrT
thank you
Re: PhotonGI cash problem
Posted: Mon Sep 06, 2021 12:50 pm
by Dade
Fu*k, this scene was driving me crazy, I was getting out all kind non sense results.
Your problem is just caused by an extremely low clamping value. If you disable variance clamping (or raise the value by a significative amount). The rendering will be fine.
You were "clamping" a tons of light, this is a rendering with your clamping value:
and this without clamping:
You are clearing cutting half of the transported light (and causing artifacts in the process).
Re: PhotonGI cash problem
Posted: Mon Sep 06, 2021 5:05 pm
by Sharlybg
Fu*k, this scene was driving me crazy, I was getting out all kind non sense results.
As a reminder this should be put in the tooltips of clamping. ""
Too low value can break lighting and create artifacts with GI cache """
Re: PhotonGI cash problem
Posted: Mon Sep 06, 2021 10:08 pm
by PetrT
Dade wrote: ↑Mon Sep 06, 2021 12:50 pm
this scene was driving me crazy, I was getting out all kind non sense results.
Sorry,It was not the aim of my post.
I guess just another interesting case
Re: PhotonGI cash problem
Posted: Mon Sep 06, 2021 11:33 pm
by Dade
PetrT wrote: ↑Mon Sep 06, 2021 10:08 pm
Sorry,It was not the aim of my post.
I guess just another interesting case
I'm not sure to understand the statement but I have the feeling you have to run the rendering without clamping to get a valid suggested value.