Env. Light Visibility Cache

Discussion related to the LuxCore functionality, implementations and API.
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Dade
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Re: Env. Light Visibility Cache

Post by Dade »

lacilaci wrote: Tue Jul 30, 2019 8:43 am here, but it never gets that noisy with a basic setup as it does within "complex" environment full of obstacles.
lux_sink_only.blend
The test scene doesn't show the kind of bad fireflies you have, after 60secs is pretty much fireflies free:

sink.jpg

I think the source of your fire flies may be the very reflective tap over the sink, have you tried to remove just the tap ? Have you tried hybrid forward/backward path tracing ?
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Dade
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Re: Env. Light Visibility Cache

Post by Dade »

Dade wrote: Tue Jul 30, 2019 10:07 am Have you tried hybrid forward/backward path tracing ?
To further elaborate, with hybrid forward/backward path tracing: anything over the glossiness threshold will be handled by PhotonGI and anything under will be handled by hybrid forward/backward so you should not have fireflies at all (aside from SDS paths but your scene should not have any significative SDS path).
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Re: Env. Light Visibility Cache

Post by Sharlybg »

To further elaborate, with hybrid forward/backward path tracing: anything over the glossiness threshold will be handled by PhotonGI and anything under will be handled by hybrid forward/backward so you should not have fireflies at all (aside from SDS paths but your scene should not have any significative SDS path).
Look like a very good idea :idea:
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lacilaci
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Re: Env. Light Visibility Cache

Post by lacilaci »

no change,

I also simplified some materials around the sing that could be in reflections but still everything is the same... I will start deleting objects from scene to see if something is messed up.
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lacilaci
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Re: Env. Light Visibility Cache

Post by lacilaci »

this is so weird :D
simplified.jpg
BY THE WAY: I had quite a few banana trees/leaves outside the windows that have all translucency. Once I deleted them the performance increase is insane (aside the weird sink)

So a sidenote to this topic: can something be done about translucency performance? Stuff like curtains and vegetation directly on/outside windows will destroy performance!

I'll continue to clean up the main scene for now...
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Re: Env. Light Visibility Cache

Post by marcatore »

from this image it seems that not just the sink have problems.

Take a look to the part of the table in front of the sink that look to the sink. It's full of noise. And there is also a noisy area on the right part of the image where the kitchen ends (visually near to the coffee bottle).
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lacilaci
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Re: Env. Light Visibility Cache

Post by lacilaci »

marcatore wrote: Tue Jul 30, 2019 10:46 am from this image it seems that not just the sink have problems.

Take a look to the part of the table in front of the sink that look to the sink. It's full of noise. And there is also a noisy area on the right part of the image where the kitchen ends (visually near to the coffee bottle).
yea I've noticed....

still this keeps looking weird, but performance increases:
simplified2.jpg
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Re: Env. Light Visibility Cache

Post by Sharlybg »

please try with clamping = 1
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lacilaci
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Re: Env. Light Visibility Cache

Post by lacilaci »

clamping too low just introduces bunch of other problems:
c1.jpg
best I could get is using very low photongi glossiness threshold...
pgilow.jpg
So maybe it's just a performance issue in this type of scene...
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Re: Env. Light Visibility Cache

Post by kintuX »

Another test results using Path OCL.
Halt: 160 samples
OIDN v1.0


1. PT

- RAW
Flat_01_RAW.jpg
- OIDN
Flat_01_OIDN.jpg
stats
Flat_01stats.jpg

2. + Env. Cache

- RAW
Flat_02_RAW.jpg
- OIDN
Flat_02_OIDN.jpg
stats
Flat_02stats.jpg

3. + PGI

- RAW
Flat_03_RAW.jpg
- OIDN
Flat_03_OIDN.jpg
stats
Flat_03stats.jpg
To be continued...
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