Direct Light cache: hit rate not good

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Dade
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Re: Direct Light cache: hit rate not good

Post by Dade » Thu Jul 05, 2018 7:23 am

Can you redo test with the sun enabled ? I'm curious of the outcome.
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marcatore
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Re: Direct Light cache: hit rate not good

Post by marcatore » Thu Jul 05, 2018 7:38 am

always with 1 sampling path?
So, I open the scene I shared, enable sun&sky and and stop?

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Dade
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Re: Direct Light cache: hit rate not good

Post by Dade » Thu Jul 05, 2018 7:40 am

marcatore wrote:
Thu Jul 05, 2018 7:38 am
always with 1 sampling path?
So, I open the scene I shared, enable sun&sky and and stop?
Yes but with the fix to the number of light sources :mrgreen:
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B.Y.O.B.
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Re: Direct Light cache: hit rate not good

Post by B.Y.O.B. » Thu Jul 05, 2018 7:42 am

I'm currently rendering it with sun+sky and 5 diffuse/glossy/spec/total path depth.
edit: here it is.
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dlsc_marcatore_test_02.png
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marcatore
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Re: Direct Light cache: hit rate not good

Post by marcatore » Thu Jul 05, 2018 7:48 am

Dade wrote:
Thu Jul 05, 2018 7:40 am
marcatore wrote:
Thu Jul 05, 2018 7:38 am
always with 1 sampling path?
So, I open the scene I shared, enable sun&sky and and stop?
Yes but with the fix to the number of light sources :mrgreen:
I'm already using the default value :)

marcatore
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Re: Direct Light cache: hit rate not good

Post by marcatore » Thu Jul 05, 2018 7:54 am

Here we are
This is with sun enabled 2min22sec (total time)
SunSky.jpg
This is with double resolution (actually my daily output resolution) 33min total time ( total depth 8, diffuse&glossy&specular 4)
LightCache_noEmissionOnLights_33min.jpg
This is the denoised image
LightCache_noEmissionOnLights_33min_3minDenoised.jpg
I'd like to save the lightcache solution, load it and render this scene with GPU.... :)

In any case a great improvement for this kind of scenarios.
Great job

edit: I didn't understand how to denoise the image with different settings after the render is finished. The "run denoiser" button is always grey (disabled)

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B.Y.O.B.
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Re: Direct Light cache: hit rate not good

Post by B.Y.O.B. » Thu Jul 05, 2018 8:19 am

marcatore wrote:
Thu Jul 05, 2018 7:54 am
edit: I didn't understand how to denoise the image with different settings after the render is finished. The "run denoiser" button is always grey (disabled)
Denoising after the render is finished is not possible.
I'd like to say "currently" but I fear it is not really solvable because of Blender API limitations (see https://github.com/LuxCoreRender/BlendL ... -398390095)
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Re: Direct Light cache: hit rate not good

Post by marcatore » Thu Jul 05, 2018 8:27 am

So, if I'd like to test different settings, what should be the workflow?

Something like:
- launch render
- when I'm quite satisfied of the sampling, I press Pause of the render
- then in the image editor I change the denoiser settings

is it correct?

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Dade
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Re: Direct Light cache: hit rate not good

Post by Dade » Thu Jul 05, 2018 8:37 am

It works quite well, good.
marcatore wrote:
Thu Jul 05, 2018 7:54 am
I'd like to save the lightcache solution, load it and render this scene with GPU.... :)
I'm going to add the option to have persistent light cache, saved on file: for camera-only animations it will be possible to use the same cache for all frames. OpenCL support will be the next step once things are settle down.
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Re: Direct Light cache: hit rate not good

Post by B.Y.O.B. » Thu Jul 05, 2018 8:44 am

marcatore wrote:
Thu Jul 05, 2018 8:27 am
Something like:
- launch render
- when I'm quite satisfied of the sampling, I press Pause of the render
- then in the image editor I change the denoiser settings

is it correct?
Yes.
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