well then it makes sense.
Btw will this cache perform well even in situations where object is lit only by hdri (no obstacles)?
Cause default visibility map gives much more noisy results in scenes that are very simple (like product viz with hdri only). There no map works better.
Env. Light Visibility Cache
Re: Env. Light Visibility Cache
I have added the support for transparent materials and volumes. This a 100 samples/pixel rendering without cache:
and this with cache:
Notice how the rendering without cache has still a lot of totally black pixels even after 100 samples.
Next OpenCL support.
Re: Env. Light Visibility Cache
I still don't get how after cache/auto-portal the directly exposed area has a lot of noise. I would expect those to instantly clear.
Anyway, looking forward for OCL support. Will definitely help with interiors.
Anyway, looking forward for OCL support. Will definitely help with interiors.
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Re: Env. Light Visibility Cache
It can be seen already on the ground in the example pics: render with cache is brighter than with map or nothing.
Looks like infinite lights only.
In previous versions all were equal.
The brightness issue is also visible in render with higher path depth. 100 samples, path depth = 1.
Re: Env. Light Visibility Cache
Had anyone crashes using Env cache map in huge scenes with many light sources?
I had one (that I can't share) that crashes everytime, sometime few seconds after the start of rendering phase...sometimes after the compiling kernel.
I'm writing here cause disabling the cache option stop to crash.
I'm using GPU (but it's the same with CPU), no BiDir, Sobol sampler, Log Power as light strategy, PGI...everything with defaults settings.
I had one (that I can't share) that crashes everytime, sometime few seconds after the start of rendering phase...sometimes after the compiling kernel.
I'm writing here cause disabling the cache option stop to crash.
I'm using GPU (but it's the same with CPU), no BiDir, Sobol sampler, Log Power as light strategy, PGI...everything with defaults settings.
Re: Env. Light Visibility Cache
Yes it crashes for me too in an interior scene, previous build (not sure which) worked but I was still getting very ugly artifacting form env.cache in more complex scenes and it actually never dissappeared even after ~1000 samples.marcatore wrote: ↑Fri Jul 19, 2019 12:58 pm Had anyone crashes using Env cache map in huge scenes with many light sources?
I had one (that I can't share) that crashes everytime, sometime few seconds after the start of rendering phase...sometimes after the compiling kernel.
I'm writing here cause disabling the cache option stop to crash.
I'm using GPU (but it's the same with CPU), no BiDir, Sobol sampler, Log Power as light strategy, PGI...everything with defaults settings.
Re: Env. Light Visibility Cache
I added the OpenCL support for Env. Light Visibility Cache, it now works with GPUs too.
P.S. 3 days to find a damn bug (who ended to be not related to Env. Light Visibility Cache at all)
P.S. 3 days to find a damn bug (who ended to be not related to Env. Light Visibility Cache at all)
Re: Env. Light Visibility Cache
Thanks you for this opencl support i was waiting for that one.
You hit my curiosity. And now i want to know more about that one. Even if i don't have the techinical ability to understand sometime.P.S. 3 days to find a damn bug (who ended to be not related to Env. Light Visibility Cache at all)
Re: Env. Light Visibility Cache
It was a regression introduced for this (viewtopic.php?f=4&t=1211#p14651) and, indeed, it was hard to find because it was not in the new code I was writing (i.e. and checking for the bug).