lacilaci wrote: ↑
Mon Jan 13, 2020 7:45 am
Sadly persistence only solves one issue still..
1.Heavily obstructed exterior(dense foliage for example) will result in pretty bad cache which might need different settings (more ram more preproces)
2.Preproces and ram usage is also varying depending on camera position (autolookup radius isn't exposed in blender but if it would then this thing isn't really automatic and defeats it's purpose)
3.low clamping values, which might be necessary for fast animations are also causing trouble with cache (visible cache pattern etc...)
I would rather see an advanced portal which could handle anything that's coming from outside and maybe autodisable when camera is on it's outer side... Now that animations are very doable using luxcore we should start shaving off seconds from user setup to startup. Env.cache can't be fully automated and is harder to predict than portals imho... So far I rather rely on fake additional lights than rely just on environment, that isn't good either.
Well, first persistence for Env. cache needs to be exposed in Blender. Then we'll test and see the facts.
About other points, I somewhat agree...
Although, IMHO, to have rendering working fast, one needs to know how to bypass limitations aka "fake the effects" and introduce bias or invest to get extras - fake from experience, get other tools, farms, partners or workers (just like with any business).
Primarily I see this as an essential skill of an artist and not the limitation of an engine. Artist's bias, its skill and style is exposed, shown through his work - that's the point of an artist. Unlike the results of those used to VRay who usually tend to transfer their visual style to every other PT engine by habit. And then complain. No one can help those. While on the other hand, limiting 'puristic' or naive, surrealistic, photo-realistic, naturalistic artist by breaking its tools (making unbiased into a biased engine), it's a sin
Anyways... yes, choose wisely for yourself what to rely on & keep up the good work