Env. Light Visibility Cache
Re: Env. Light Visibility Cache
and in interior:
old map: new cache: some parts good, but others not so much...
old map: new cache: some parts good, but others not so much...
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Re: Env. Light Visibility Cache
Works great so far in my initial testing, except for the attached scene which shows a different light distribution with ELVC:
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I'd like to see this extended to other light types and indirect light as well even when this means CPU only rendering.
I don't understand if this is meant to work in combination with PGI, like two different caches being used?
Because I thought the metropolis sampling of the photon cast will already "find all openings" like BiDir does so that when the indirect cache is used no portal-like solution was necessary?
I'd like to see this extended to other light types and indirect light as well even when this means CPU only rendering.
I don't understand if this is meant to work in combination with PGI, like two different caches being used?
Because I thought the metropolis sampling of the photon cast will already "find all openings" like BiDir does so that when the indirect cache is used no portal-like solution was necessary?
Re: Env. Light Visibility Cache
Yes, PGI accelerates indirect light while this one accelerate direct light.epilectrolytics wrote: ↑Wed May 29, 2019 2:40 pm I don't understand if this is meant to work in combination with PGI, like two different caches being used?
Re: Env. Light Visibility Cache
Latest daily for me still doesn't work with flatcolor, maybe something has to be changed also on blendluxcore side? Can someone else try it out?
EDIT: it kinda seems it works on linux build...
EDIT: it kinda seems it works on linux build...
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Re: Env. Light Visibility Cache
Can this be made so that it also works in open spaces? Seems no vismap works better than cache or default one. This could lead to issues where we have both exterior and interior parts visible.
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ELVC animations?
Question regarding animation:
If I was animating an interior with Cycles, I would set up portals and that's it.
But what about LuxCore simple map or ELVC ?
Are they view/camera dependent?
The simple visibility map is apparently built anew for each frame but very quickly.
What about visibility cache, does it change with camera position or when objects are moved?
That would be a disadvantage compared with portals.
If the camera position matters, we'd need a persistent visibility cache too (maybe somehow merged with PGI indirect cache on the same entries).
If I was animating an interior with Cycles, I would set up portals and that's it.
But what about LuxCore simple map or ELVC ?
Are they view/camera dependent?
The simple visibility map is apparently built anew for each frame but very quickly.
What about visibility cache, does it change with camera position or when objects are moved?
That would be a disadvantage compared with portals.
If the camera position matters, we'd need a persistent visibility cache too (maybe somehow merged with PGI indirect cache on the same entries).
Re: Env. Light Visibility Cache
Don't know if related but recent version of blendluxcore crashes when I try viewport render and have flatcolor as environment (even when standard visibility map is used) Hdri works ok in viewport
Re: Env. Light Visibility Cache
I can reproduce it, will look into it.