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Re: Env. Light Visibility Cache
Posted: Tue Jul 30, 2019 10:07 am
by Dade
lacilaci wrote: ↑Tue Jul 30, 2019 8:43 am
here, but it never gets that noisy with a basic setup as it does within "complex" environment full of obstacles.
lux_sink_only.blend
The test scene doesn't show the kind of bad fireflies you have, after 60secs is pretty much fireflies free:
I think the source of your fire flies may be the very reflective tap over the sink, have you tried to remove just the tap ? Have you tried hybrid forward/backward path tracing ?
Re: Env. Light Visibility Cache
Posted: Tue Jul 30, 2019 10:10 am
by Dade
Dade wrote: ↑Tue Jul 30, 2019 10:07 am
Have you tried hybrid forward/backward path tracing ?
To further elaborate, with hybrid forward/backward path tracing: anything over the glossiness threshold will be handled by PhotonGI and anything under will be handled by hybrid forward/backward so you should not have fireflies at all (aside from SDS paths but your scene should not have any significative SDS path).
Re: Env. Light Visibility Cache
Posted: Tue Jul 30, 2019 10:14 am
by Sharlybg
To further elaborate, with hybrid forward/backward path tracing: anything over the glossiness threshold will be handled by PhotonGI and anything under will be handled by hybrid forward/backward so you should not have fireflies at all (aside from SDS paths but your scene should not have any significative SDS path).
Look like a very good idea
Re: Env. Light Visibility Cache
Posted: Tue Jul 30, 2019 10:31 am
by lacilaci
no change,
I also simplified some materials around the sing that could be in reflections but still everything is the same... I will start deleting objects from scene to see if something is messed up.
Re: Env. Light Visibility Cache
Posted: Tue Jul 30, 2019 10:43 am
by lacilaci
this is so weird
BY THE WAY: I had quite a few banana trees/leaves outside the windows that have all translucency. Once I deleted them the performance increase is insane (aside the weird sink)
So a sidenote to this topic: can something be done about translucency performance? Stuff like curtains and vegetation directly on/outside windows will destroy performance!
I'll continue to clean up the main scene for now...
Re: Env. Light Visibility Cache
Posted: Tue Jul 30, 2019 10:46 am
by marcatore
from this image it seems that not just the sink have problems.
Take a look to the part of the table in front of the sink that look to the sink. It's full of noise. And there is also a noisy area on the right part of the image where the kitchen ends (visually near to the coffee bottle).
Re: Env. Light Visibility Cache
Posted: Tue Jul 30, 2019 10:54 am
by lacilaci
marcatore wrote: ↑Tue Jul 30, 2019 10:46 am
from this image it seems that not just the sink have problems.
Take a look to the part of the table in front of the sink that look to the sink. It's full of noise. And there is also a noisy area on the right part of the image where the kitchen ends (visually near to the coffee bottle).
yea I've noticed....
still this keeps looking weird, but performance increases:
Re: Env. Light Visibility Cache
Posted: Tue Jul 30, 2019 10:59 am
by Sharlybg
please try with clamping = 1
Re: Env. Light Visibility Cache
Posted: Tue Jul 30, 2019 11:21 am
by lacilaci
clamping too low just introduces bunch of other problems:
best I could get is using very low photongi glossiness threshold...
So maybe it's just a performance issue in this type of scene...
Re: Env. Light Visibility Cache
Posted: Tue Jul 30, 2019 11:59 am
by kintuX
Another test results using Path OCL.
Halt: 160 samples
OIDN v1.0
1. PT
- RAW
- OIDN
stats
2. + Env. Cache
- RAW
- OIDN
stats
3. + PGI
- RAW
- OIDN
stats
To be continued...