Simply put, GI & Environment Caches are not intended nor designed for direct lit aka "open" or "outdoor" scenes.
Performance hit can also be experienced in Corona & VRay.
'Just, don't use sports car to plow the fields.'

Well, my assumption is that the cache/vis.map exists in stead of portals as a better "automatic" solution.kintuX wrote: Mon Jul 22, 2019 7:37 am IMHO...
Simply put, GI & Environment Caches are not intended nor designed for direct lit aka "open" or "outdoor" scenes.
Performance hit can also be experienced in Corona & VRay.
'Just, don't use sports car to plow the fields.'![]()
I don't think so, we had portals in old LuxRender and AFAIK they worked with Bidir.lacilaci wrote: Mon Jul 22, 2019 7:56 am I'm just a bit afraid that they won't work with bidir and that's why Dade avoids them, hopefully that's not the case
It was this (viewtopic.php?f=4&t=1229#p14746) and it should be now fixed.zuljin3d wrote: Sun Jul 21, 2019 10:05 pm I tried my old scenes, the problem always appears when there is material with a normal map in the scene.
I'm actually not sure if none by default is best.Sharlybg wrote: Mon Jul 22, 2019 9:22 am I understand the point of moving the default setting to none by default. It is the way to go as Luxcore community will mostly be composed of new Users.
But the new cache work very well in case it was designed for ( Interior scene lit by small to average opening). Also the 1min or less building time isn't that bad if you compare to the time gained while render at the speed it provide.
Maybe manual portal can be add for those situation uncovered by the current cache but not removed.
About manual portal i remenber it wasn't a 100% working solution and can also lead to worse performance in some case.
I can see something like that for none VS single map cases. So that open space will not have issues and at that point default single map ON setting is best.B.Y.O.B. wrote: Mon Jul 22, 2019 10:26 am Maybe we can devise an algorithm that detects which kind of env. light accelerator (none, single map, cache) would be best for the scene?
Shoot 1000 rays in all directions from the camera and check how many hit the infinite light?
Can you provide a small scene that show the issue ?However I'm not sure about cache, if those patches can't be fixed it's unreliable and I would not risk using it at all
What do you mean? The scene is in the attachment where I posted some results.Sharlybg wrote: Mon Jul 22, 2019 11:30 amCan you provide a small scene that show the issue ?However I'm not sure about cache, if those patches can't be fixed it's unreliable and I would not risk using it at all