Yes, path depth for all rays (total glossy diffuse... all of them)
PhotonGI cache
Re: PhotonGI cache
Re: PhotonGI cache
But bidir is still much brighter. I've tested it earlier (before PGI), and PT was always noticable darker than bidir.
Re: PhotonGI cache
Yes... bidir is brightest, then PT and high pathdepths and lowest brightnes you'd see with PT+PGI...provisory wrote: Mon Feb 25, 2019 2:26 pmBut bidir is still much brighter. I've tested it earlier (before PGI), and PT was always noticable darker than bidir.
Maybe it is expected behavior, but what's interesting to me is, that in a very basic scene PT+PGI will be even brighter than bidir... so that's why I think there could be something wrong. One way or another, I don't mind a little bias for the huge boost in speed, but still feels off in some cases.
Re: PhotonGI cache
I always keep thinking that textures (just as hdri) somehow kill cache... I don't see other reason for weaker lighting from PGI if with simple materials it just works... maybe something with gamma settings or so...
Re: PhotonGI cache
I have created a simplified version of this scene.Sharlybg wrote: Sun Feb 24, 2019 3:53 pm PGI look So dark on Nakagin capsule scene. Or don't have a given lastest fix
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However you didn't post the render config settings you used, so mine may be off.
The scene consists of a cube with a hole, lit by an HDRI as only light source.
Included are the .blend file and LuxCore cfg/scn exported via Filesaver.
Note: I forgot to disable autolinear tonemapping, see this post for a fixed scene: viewtopic.php?f=5&t=840&p=10565#p10565
Re: PhotonGI cache
Thank you for that effective solution.I have created a simplified version of this scene.
However you didn't post the render config settings you used, so mine may be off.

Re: PhotonGI cache
Also hope the fix for this will be in 2.2 alpha 0 as it is really obvious difference.
Re: PhotonGI cache
Does the total number of photons have to be the sum of indirect and caustic?
What units are the glossy T, the values go from 0 to infinity?
What units are the glossy T, the values go from 0 to infinity?
Re: PhotonGI cache
Nope, it is the number of photon paths traced, each path can create 0 to many cache entries.Fox wrote: Mon Feb 25, 2019 7:40 pm Does the total number of photons have to be the sum of indirect and caustic?
The are the U/V roughness parameter of glossy and glossy-like materials (i.e. [0, 1] range).
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Re: PhotonGI cache
maybe the brightness difference comes from tonemapping in camera setting, just guessing.