PhotonGI cache

Discussion related to the Engine functionality, implementations and API.
User avatar
Dade
Developer
Posts: 3941
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: PhotonGI cache

Post by Dade » Mon Feb 18, 2019 7:38 pm

lacilaci wrote:
Mon Feb 18, 2019 6:48 pm
btw regarding caustics, do you think that you could cache reflective caustics too? Maybe bellow certain roughness, opposite of indirect cache...
What do you mean exactly with reflective caustics ? What is the difference with normal caustics ?
Support LuxCoreRender project with salts and bounties

User avatar
lacilaci
Donor
Posts: 1856
Joined: Fri May 04, 2018 5:16 am

Re: PhotonGI cache

Post by lacilaci » Mon Feb 18, 2019 7:47 pm

Dade wrote:
Mon Feb 18, 2019 7:38 pm
lacilaci wrote:
Mon Feb 18, 2019 6:48 pm
btw regarding caustics, do you think that you could cache reflective caustics too? Maybe bellow certain roughness, opposite of indirect cache...
What do you mean exactly with reflective caustics ? What is the difference with normal caustics ?
Well I guess the normal caustics are the specular ones, like through glass etc and I call the reflected ones the ones from highly reflective material, metals etc when no clamping is applied. Atm the caustic cache works with specular materials only, no?

User avatar
Dade
Developer
Posts: 3941
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: PhotonGI cache

Post by Dade » Mon Feb 18, 2019 9:18 pm

lacilaci wrote:
Mon Feb 18, 2019 7:47 pm
Well I guess the normal caustics are the specular ones, like through glass etc and I call the reflected ones the ones from highly reflective material, metals etc when no clamping is applied.
Like I disable indirect cache for glossiness under 0.2, I could enable caustic cache in the same situation :idea:

However be aware that caustic cache is a lot more complex, slower, etc. to use than indirect cache (because it is seen directly).
lacilaci wrote:
Mon Feb 18, 2019 7:47 pm
Atm the caustic cache works with specular materials only, no?
Yes, at the moment.
Support LuxCoreRender project with salts and bounties

User avatar
Dade
Developer
Posts: 3941
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: PhotonGI cache

Post by Dade » Tue Feb 19, 2019 11:55 am

I added the support for caustic cache to OpenCL code.
Support LuxCoreRender project with salts and bounties

Racleborg
Posts: 599
Joined: Sat Apr 07, 2018 10:31 am
Location: UK

Re: PhotonGI cache

Post by Racleborg » Tue Feb 19, 2019 2:31 pm

I added the support for caustic cache to OpenCL code
Thanks. Awesome! :D

marcatore
Donor
Posts: 397
Joined: Wed Jan 10, 2018 8:04 am

Re: PhotonGI cache

Post by marcatore » Tue Feb 19, 2019 3:07 pm

Cache filtering is a setting that needs an update to the Blender Addon?

User avatar
Dade
Developer
Posts: 3941
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: PhotonGI cache

Post by Dade » Tue Feb 19, 2019 3:11 pm

marcatore wrote:
Tue Feb 19, 2019 3:07 pm
Cache filtering is a setting that needs an update to the Blender Addon?
It has not yet been added to BlendLuxCore but the default value will enable it if you update the binaries.
Support LuxCoreRender project with salts and bounties

User avatar
Dade
Developer
Posts: 3941
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: PhotonGI cache

Post by Dade » Tue Feb 19, 2019 4:13 pm

PhotonGI indirect cache now supports all not TRANSMIT and not SPECULAR materials (i.e. metal2, cloth, mix, glossycoatting, etc.).
Support LuxCoreRender project with salts and bounties

User avatar
lacilaci
Donor
Posts: 1856
Joined: Fri May 04, 2018 5:16 am

Re: PhotonGI cache

Post by lacilaci » Tue Feb 19, 2019 5:22 pm

Dade wrote:
Tue Feb 19, 2019 4:13 pm
PhotonGI indirect cache now supports all not TRANSMIT and not SPECULAR materials (i.e. metal2, cloth, mix, glossycoatting, etc.).
That was quick, will try on thursday. Now shooting wedding :(

frank_yifei
Posts: 16
Joined: Fri Mar 09, 2018 1:46 pm

Re: PhotonGI cache

Post by frank_yifei » Wed Feb 20, 2019 2:27 am

For a test scene, I tried to make the caustic result look smoother so I increase lookup radius. I found a problem.
using opencl + photonGI, setting caustic lookup radius higher will crash blender. The error message is "ERROR: clEnqueueWriteBuffer
Error: Unrecognized Exception". Path cpu works well with caustic, i can set lookup radius to any value, like 100.
Indirect cache can have lookup radius at any value, under opencl or cpu
My computer have 4 core intel cpu, nvidia 1060 6gb.
Attachments
untitled.blend
(826.91 KiB) Downloaded 33 times

Post Reply