PhotonGI cache

Discussion related to the LuxCore functionality, implementations and API.
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: PhotonGI cache

Post by B.Y.O.B. »

I have changed the defaults in BlendLuxCore and exposed the new debug mode.

I guess glossinessthreshold and normalangle can be hidden now?
User avatar
Dade
Developer
Developer
Posts: 5675
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: PhotonGI cache

Post by Dade »

Sharlybg wrote: Mon Mar 04, 2019 10:44 am
I have also introduced a new debug mode:
Would be nice to switch between debug mod and normal rendering.
Do you mean during the rendering ? It is not possible because the are 2 different type of process. Debug is faster because it does less, normal and debug renderings don't share the same type computation. This is how they are implemented at the moment.

They could be implemented as additional AOVs, for instance, like sample count or ray count AOVs. It is possible but I'm not sure how much it is worth the effort required.
Support LuxCoreRender project with salts and bounties
User avatar
Dade
Developer
Developer
Posts: 5675
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: PhotonGI cache

Post by Dade »

B.Y.O.B. wrote: Mon Mar 04, 2019 11:28 am I guess glossinessthreshold and normalangle can be hidden now?
I would wait to have everything settle before to start to hidden parameters.
Support LuxCoreRender project with salts and bounties
User avatar
Sharlybg
Donor
Donor
Posts: 3104
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: PhotonGI cache

Post by Sharlybg »

They could be implemented as additional AOVs, for instance, like sample count or ray count AOVs. It is possible but I'm not sure how much it is worth the effort required.
The problem is that currently if i'm searching for good setup for my PGI parameter i've to switch to a given debug view to see what is happening behind. But when the debug view is computed and displayed there is no way to back to see normal rendering without stop the rendering even if the rendering is just computing after the display of the debug view. it can also confuse people because rendering don't stop after debug view is displayed so you can think that at some point you will be able to switch.
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
lacilaci
Donor
Donor
Posts: 1969
Joined: Fri May 04, 2018 5:16 am

Re: PhotonGI cache

Post by lacilaci »

Sharlybg wrote: Mon Mar 04, 2019 11:44 am
They could be implemented as additional AOVs, for instance, like sample count or ray count AOVs. It is possible but I'm not sure how much it is worth the effort required.
The problem is that currently if i'm searching for good setup for my PGI parameter i've to switch to a given debug view to see what is happening behind. But when the debug view is computed and displayed there is no way to back to see normal rendering without stop the rendering even if the rendering is just computing after the display of the debug view. it can also confuse people because rendering don't stop after debug view is displayed so you can think that at some point you will be able to switch.
Yeah, but eventually the aim is to make this automatic to a point where no debug view is needed (at least not for regular user) so ideally you won't need this in the end at all.
User avatar
Sharlybg
Donor
Donor
Posts: 3104
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: PhotonGI cache

Post by Sharlybg »

Yeah, but eventually the aim is to make this automatic to a point where no debug view is needed (at least not for regular user) so ideally you won't need this in the end at all.
Anyway as we are not at this point and there is still time for testing and all parameter are not yet hidden we still need it. at the end they are simple image data so i think we can have them like we have denoiser side to side with regular render.
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
Sharlybg
Donor
Donor
Posts: 3104
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: PhotonGI cache

Post by Sharlybg »

Also something i want to understand.
Is there anyway to know if given glossy shader will be included in cache or not if we aren't using number to set roughness (reflection texture ) ? without debug view of course.
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
lacilaci
Donor
Donor
Posts: 1969
Joined: Fri May 04, 2018 5:16 am

Re: PhotonGI cache

Post by lacilaci »

Sharlybg wrote: Mon Mar 04, 2019 12:52 pm Also something i want to understand.
Is there anyway to know if given glossy shader will be included in cache or not if we aren't using number to set roughness (reflection texture ) ? without debug view of course.
Hmm.. I never cared about that with vray or corona, I can't think why would I care now to know... Especially if default is 0.05 or lower.
This is however assuming that some weird texture setup can't break the system! That would be pretty bad.
User avatar
Sharlybg
Donor
Donor
Posts: 3104
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: PhotonGI cache

Post by Sharlybg »

Hmm.. I never cared about that with vray or corona, I can't think why would I care now to know... Especially if default is 0.05 or lower.
This is however assuming that some weird texture setup can't break the system! That would be pretty bad.
Will really care about it if the shader is applied to a large surface (80% of the scene) and want to optimize thing while staying in good visual reflection range to benefit from cache .
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
Dade
Developer
Developer
Posts: 5675
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: PhotonGI cache

Post by Dade »

Sharlybg wrote: Mon Mar 04, 2019 12:52 pm Also something i want to understand.
Is there anyway to know if given glossy shader will be included in cache or not if we aren't using number to set roughness (reflection texture ) ?
Not at the moment, like I wrote before, the average value of the texture is estimated and used for a comparison with the glossiness threshold. But using not constant roughness sounds quite uncommon to me :?:
Support LuxCoreRender project with salts and bounties
Post Reply