I tried to replicate the setup but doesn't happen here. It may be the BlackBody texture
PhotonGI cache
Re: PhotonGI cache
I think it's happening with image texture aswell. Will investigate tomorrow.
Re: PhotonGI cache
I have open world scene setup with no walls to photons bounce around.
Single light from infinite lightsource where float values go up to 1 600 000 000 aka normal gain.
2'th render i use mesh emitter (800 triangles) where also float values go up to 1 600 000 000 aka normal gain for camera to show correctly exposed image.
Caustic Cache, Hemi Infinity, normal gain Caustic Cache, Hemi Infinity, gain10000 Caustic Cache, Mesh Emitter, normal gain Caustic Cache, Mesh Emitter, gain10000 Indirect Cache, Hemi Infinity, normal gain Indirect Cache, Mesh Emitter, normal gain Caustic Cache, Hemi Infinity, gain10000, GlossinessT 0 Caustic Cache, Hemi Infinity, gain10000, GlossinessT 4294967295
Single light from infinite lightsource where float values go up to 1 600 000 000 aka normal gain.
2'th render i use mesh emitter (800 triangles) where also float values go up to 1 600 000 000 aka normal gain for camera to show correctly exposed image.
Caustic Cache, Hemi Infinity, normal gain Caustic Cache, Hemi Infinity, gain10000 Caustic Cache, Mesh Emitter, normal gain Caustic Cache, Mesh Emitter, gain10000 Indirect Cache, Hemi Infinity, normal gain Indirect Cache, Mesh Emitter, normal gain Caustic Cache, Hemi Infinity, gain10000, GlossinessT 0 Caustic Cache, Hemi Infinity, gain10000, GlossinessT 4294967295
Re: PhotonGI cache
I created small isolated case here:
emission: NOemission:
the small selected object with material+emission will completely ruin photongi unless you hide it or unplug emission
emission: NOemission:
Re: PhotonGI cache
I can't try it now myself, but maybe set the diffuse color of the emitter mesh to black.
Re: PhotonGI cache
This doesn't change anything.
Re: PhotonGI cache
Then decrease emission's importance.
Re: PhotonGI cache
Yes you can decrease the emission's importance to 0.01 , also your pendant emission light consists of many faces, if your light was simpler like a plane your cache would be better from the start.
Re: PhotonGI cache
importance doesn't solve the bug, it just makes the problem much less apparent with a very weak light. However if you have low importance but strong light, you end up with the same issue. Lowering importance is not even a workaround, it's almost the same as disabling the emission.
Re: PhotonGI cache
I have added the support for automatic indirect cache size. Now, if you set path.photongi.indirect.maxsize to 0, PGI will automatically estimate the cache convergence error and stop when it is under a threshold (default: 5%). There is a new property to set the threshold:
The log output of the process looks like:
It will trace more and more photons until when the halt condition is met.
The GUI should offer a combo with 3 settings:
Code: Select all
# Default 5%
path.photongi.indirect.haltthreshold = 0.05
Code: Select all
...
[LuxCore][10.364] PhotonGI trace photons thread count: 12
[LuxCore][11.480] PhotonGI additional indirect photon stored: 2276345
[LuxCore][11.480] PhotonGI additional caustic photon stored: 0
[LuxCore][11.480] PhotonGI total photon traced: 2000000
[LuxCore][12.599] PhotonGI additional indirect photon stored: 2276553
[LuxCore][12.599] PhotonGI additional caustic photon stored: 0
[LuxCore][12.599] PhotonGI total photon traced: 4000000
[LuxCore][12.682] PhotonGI estimated current indirect photon error: 329.82%
[LuxCore][13.801] PhotonGI additional indirect photon stored: 2275863
[LuxCore][13.801] PhotonGI additional caustic photon stored: 0
[LuxCore][13.801] PhotonGI total photon traced: 6000000
[LuxCore][13.879] PhotonGI estimated current indirect photon error: 4.32%
[LuxCore][13.879] PhotonGI building radiance photon data
[LuxCore][13.881] PhotonGI filtering radiance photons
...
The GUI should offer a combo with 3 settings:
- Preview (error 15%)
- Final render (error 5%)
- Custom (user input error)