... continued.
4. + Light Tree
- RAW
-OIDN
stats
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.
>>> RAW
>>> OIDN
Env. Light Visibility Cache
Re: Env. Light Visibility Cache
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
I don't know what light tree is but both lighttracing and periodic update for caustic cache are in settings
Re: Env. Light Visibility Cache
I think it's "Add light tracing" option as the maintenance branch
Re: Env. Light Visibility Cache
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".
Re: Env. Light Visibility Cache
It is what I called Hybrid Back/Forward path tracing (aka BiDir without MIS). @Lacilaci, have you tried that ?
Re: Env. Light Visibility Cache
Sincerely, this is really good.
Re: Env. Light Visibility Cache
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.
Re: Env. Light Visibility Cache
this is the level of noise I'd expect in the ~same amount of time:
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..
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..
Re: Env. Light Visibility Cache
Do you have any papers flying around or is this IT?Dade wrote: ↑Tue Jul 30, 2019 2:46 pmIt is what I called Hybrid Back/Forward path tracing (aka BiDir without MIS). @Lacilaci, have you tried that ?