I have reworked a bit Env. Light Visibility Cache. This is a normal direct light only rendering:
and this is with cache enabled:
Best setup
In order to have the best results, you should use one of the following combo: sun+sky, sun+LDR (sun + infinite light with low dynamic range image). Any other combo like sphere light source + sky (like in the above test) will work fine too.
The classic infinite light with HDR image will work, and will work better than without cache, but it is far more efficient and faster to render with true sun.
The reason is that the optimal cache resolution for rendering HDR would be higher than HDR image resolution itself. This would be clearly insane in term of memory usage and pre-processing time.
Initial noise
At the very beginning of the rendering the noise will not uniform, like in this 10 samples/pixel rendering:
however Env. Light Visibility Cache is an unbiased method so the rendering will converge to the right result, this is the same rendering after 150 samples/pixel:
For the same reason all the of materials should work fine (i.e. no glossy problems like with DLSC).
TODO
OpenCL support, volumes support and transparent materials. I have still to check/add the support for the above topics so don't be surprised if they will not work.
Conclusion
I'm not currently aware of any problem (aside the one in the TODO list) so install the latest binaries and if you find one, please, post a test scene.
Env. Light Visibility Cache
Re: Env. Light Visibility Cache
wow, thanks Dade!
I correctly understand, from the above, that while "the cache" works only on cpu, and the best result will be with (lamps, sun+ sky).
And with one single hdri, relut will be worse?
I correctly understand, from the above, that while "the cache" works only on cpu, and the best result will be with (lamps, sun+ sky).
And with one single hdri, relut will be worse?
Actualy sorry for my google translate english :)
Re: Env. Light Visibility Cache
thanks
Downloaded and tried.
Downloaded and tried.
It crash viewport rendering when Cache is enable.I'm not currently aware of any problem (aside the one in the TODO list) so install the latest binaries and if you find one, please, post a test scene.
Re: Env. Light Visibility Cache
it work nicely on glossy surface :
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Re: Env. Light Visibility Cache
Works well here with PGI and glossy.
Re: Env. Light Visibility Cache
Any interest in having persistent cache ? It will work like PhotonGI: it can be used for animations of static environments (i.e. fly trough).
Re: Env. Light Visibility Cache
Is there risk of flickering when not using persistent cache?
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Re: Env. Light Visibility Cache
Yes please
I guess with HDRI we would need to increase the parameters resulting in longer cache building time.
Maybe single map and DLSC too?
Probably there should be a new tab in Blender properties where all caches are listed together and could be saved,
I will ask in BlendLuxCore Development thread.
Re: Env. Light Visibility Cache
No, as far as I know, but it can be used to save pre-processing time when rendering animations, it can literally save hours of rendering when using short rendering times for each frame (1-2 minutes).