Env. Light Visibility Cache

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

Post by kintuX »

... continued.


4. + Light Tree

- RAW
Flat_04_RAW.jpg
-OIDN
Flat_04_OIDN.jpg
stats
Flat_04stats.jpg
HD Videos on streamable:
With all the new stuff ON, except Light Tree caustics cache, since it's not available in Blender yet and IDK how to enable it code wise. :cry:

>>> RAW

>>> OIDN
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lacilaci
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Re: Env. Light Visibility Cache

Post by lacilaci »

Are you using maintenance branch of blendluxcore?

I don't know what light tree is but both lighttracing and periodic update for caustic cache are in settings
marcatore
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Re: Env. Light Visibility Cache

Post by marcatore »

I think it's "Add light tracing" option as the maintenance branch
kintuX
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Re: Env. Light Visibility Cache

Post by kintuX »

marcatore wrote: Tue Jul 30, 2019 12:26 pm I think it's "Add light tracing" option as the maintenance branch
Yes, Light Tracing it is!
:? Uf... so confusing all these. Not sure if that has a persistent cache already & where I picked the Light Tree, maybe with appleseed or in some new papers lately... ahhh - I need to get "pretty vacant". :lol:
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Dade
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Re: Env. Light Visibility Cache

Post by Dade »

kintuX wrote: Tue Jul 30, 2019 12:40 pm
marcatore wrote: Tue Jul 30, 2019 12:26 pm I think it's "Add light tracing" option as the maintenance branch
Yes, Light Tracing it is!
It is what I called Hybrid Back/Forward path tracing (aka BiDir without MIS). @Lacilaci, have you tried that ?
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Dade
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Re: Env. Light Visibility Cache

Post by Dade »

Lacilaci, I consider this normal nose:

Image

while those fireflies are not:

Image

You seem to consider both at the same level, or I misunderstood :?:
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Dade
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Re: Env. Light Visibility Cache

Post by Dade »

kintuX wrote: Tue Jul 30, 2019 12:01 pm ... continued.


4. + Light Tree

- RAW
Flat_04_RAW.jpg

-OIDN
Flat_04_OIDN.jpg
Sincerely, this is really good.
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lacilaci
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Re: Env. Light Visibility Cache

Post by lacilaci »

Dade wrote: Tue Jul 30, 2019 2:56 pm Lacilaci, I consider this normal nose:

Image

while those fireflies are not:

Image

You seem to consider both at the same level, or I misunderstood :?:
Well, right.. the first one seem to be more or less normal, still considerably noisier from the environment and I had to use very low threshold for pgi too, which might cause trouble for some other materials... But let's say it's fine.

the other picture, yes the difference is extreme between environment and the sink noise, but while at first I thought that this is cause of the direct light.. Now I believe it's reflections, and especially if another glossy shader is reflected with bump maps and all that...

more rough materials don't seem to show much problems. I'm still trying to create a simple but extreme case for this problem.
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lacilaci
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Re: Env. Light Visibility Cache

Post by lacilaci »

this is the level of noise I'd expect in the ~same amount of time:
cycles.jpg
the cycles scene is even more demanding(more stuff, more complex shader networks, while the sink is just as simple and reflective as in luxcore)


Actually, since cycles doesn't have pgi, luxcore should in theory do even better...

I'm thinking low roughness shader has problems reflecting shader with roughness and bump maps... something along those lines maybe...

Won't have more time to explore today, maybe tomorrow or later this week I'll do some isolated testscene that hopefuly breaks in a predictable way..
kintuX
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Re: Env. Light Visibility Cache

Post by kintuX »

Dade wrote: Tue Jul 30, 2019 2:46 pm
kintuX wrote: Tue Jul 30, 2019 12:40 pm
marcatore wrote: Tue Jul 30, 2019 12:26 pm I think it's "Add light tracing" option as the maintenance branch
Yes, Light Tracing it is!
It is what I called Hybrid Back/Forward path tracing (aka BiDir without MIS). @Lacilaci, have you tried that ?
Do you have any papers flying around or is this IT? :)
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