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Re: 2-Levels Env. Light Visibility Cache
Posted: Mon Mar 16, 2020 3:40 pm
by B.Y.O.B.
marcatore wrote: ↑Mon Mar 16, 2020 2:41 pm
Dade, does this feature need some specific settings with BlendLuxCore?
Now that the daily build has the 2.4 branch, I'd like to test it.
Thanks for reminding me, I have added BlendLuxCore support.
Re: 2-Levels Env. Light Visibility Cache
Posted: Wed Mar 18, 2020 2:04 pm
by marcatore
Please, add a way to stop a cache calculation.
With just a quality setting, it's very difficult to forecast how much heavy will be the cache calculation.
So, to cut away every doubt, a responsive way to stop it is more than welcome.
Re: 2-Levels Env. Light Visibility Cache
Posted: Wed Mar 18, 2020 2:26 pm
by Sharlybg
Look like Env_Cache is broken in luxcore 2.4 master :
ON
OFF
Re: 2-Levels Env. Light Visibility Cache
Posted: Wed Mar 18, 2020 4:24 pm
by Dade
Sharlybg wrote: ↑Wed Mar 18, 2020 2:26 pm
Look like Env_Cache is broken in luxcore 2.4 master :
How
Re: 2-Levels Env. Light Visibility Cache
Posted: Wed Mar 18, 2020 5:15 pm
by Sharlybg
How
Result are noisier and darker while using Envcache.
Just trying to reproduce the behaviour with a simpler scene.
Re: 2-Levels Env. Light Visibility Cache
Posted: Wed Mar 18, 2020 5:17 pm
by B.Y.O.B.
Sharlybg wrote: ↑Wed Mar 18, 2020 2:26 pm
Look like Env_Cache is broken in luxcore 2.4 master :
Can you upload the scene? (stripped down if necessary)
Re: 2-Levels Env. Light Visibility Cache
Posted: Wed Mar 18, 2020 5:35 pm
by Sharlybg
Re: 2-Levels Env. Light Visibility Cache
Posted: Wed Mar 18, 2020 7:02 pm
by Sharlybg
Can someone test and confirm on Windows 10. Just wait for that to make my video comparison.
Re: 2-Levels Env. Light Visibility Cache
Posted: Wed Mar 18, 2020 8:40 pm
by marcatore
This is my tests
Env Cache OFF
Env Cache quality 0.5
Env Cache quality 1.0
Enc Cache quality 0.1
Re: 2-Levels Env. Light Visibility Cache
Posted: Wed Mar 18, 2020 8:43 pm
by B.Y.O.B.
Most noise in this scene comes from indirect light, which is not accelerated by env. light cache (use PhotonGI instead).
This is the result when I set max bounces to 1 (only render direct light):