Light group support for PhotonGI?
Re: Light group support for PhotonGI?
I was referring to the clamping value in general, having a clamping value per light group it's even better
Re: LuxCoreRender v2.1/2.2 features poll
Are you sure ? I mean, if I can ignore the "additional memory problem" I can easily add the support for light groups (storing 8 x 3 floats values instead of 3 float, max. light group count x RGB instead of 1 x RGB).
The question is: the memory usage will jump from 2MB to 16MB (and no one care) or it will jump from 100MB to 800MB and people will start to load their guns
Re: Light group support for PhotonGI?
We just need a warning Message on it. Being a special features it is acceptable to have such sacrifice to do. multiple render in one this is awesome.The question is: the memory usage will jump from 2MB to 16MB (and no one care) or it will jump from 100MB to 800MB and people will start to load their guns
Re: Light group support for PhotonGI?
No, it is not optional, even if you use a single light group, it will use 16MB instead of 2MB (i.e. no problem) and 800MB instead of 100MB (i.e. big problem).Sharlybg wrote: ↑Fri Apr 03, 2020 1:24 pmWe just need a warning Message on it. Being a special features it is acceptable to have such sacrifice to do. multiple render in one this is awesome.The question is: the memory usage will jump from 2MB to 16MB (and no one care) or it will jump from 100MB to 800MB and people will start to load their guns
Re: Light group support for PhotonGI?
understood (This is Crazy )No, it is not optional, even if you use a single light group, it will use 16MB instead of 2MB (i.e. no problem) and 800MB instead of 100MB (i.e. big problem).
So maybe boosted Path/Bidir will make the trick
Re: Light group support for PhotonGI?
Some tests, VRAM usage of PhotonGI indirect light cache (no caustics cache), as reported by LuxCore:Dade wrote: ↑Fri Apr 03, 2020 1:13 pmAre you sure ? I mean, if I can ignore the "additional memory problem" I can easily add the support for light groups (storing 8 x 3 floats values instead of 3 float, max. light group count x RGB instead of 1 x RGB).
The question is: the memory usage will jump from 2MB to 16MB (and no one care) or it will jump from 100MB to 800MB and people will start to load their guns
Danish Mood:
- without cache: 577 MiB
- with cache: 580 MiB
Diff 3 MiB
LuxCore 2.1 Benchmark:
- without cache: 479 MiB
- with cache: 486 MiB
Diff: 7 MiB
LuxBall scene from https://github.com/LuxCoreRender/LuxCor ... s/tag/v2.3:
- without cache: 269 MiB
- with cache: 296 MiB
Diff: 27 MiB
DLSC testscene:
- without cache: 374 MiB
- with cache: 376 MiB
Diff: 2 MiB
If these numbers look fishy to you, maybe LuxCore is not counting all VRAM usage of PhotonGI? However, the VRAM usage I see in the task manager looking mostly the same)
The memory can't be allocated only on demand?
Re: Light group support for PhotonGI?
No, if you are reading the numbers from the log, they are correct as far as I know.
It is but is more complex (mostly in OpenCL).
Re: Light group support for PhotonGI?
That was fast. We still need blendluxcore add to test i guess.
Re: Light group support for PhotonGI?
Nope, it should work out of the box.