PhotonGI caustics

Use this forum for general user support and related questions.
Forum rules
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
LuxNoob
Posts: 9
Joined: Sun Aug 02, 2020 6:38 pm

PhotonGI caustics

Post by LuxNoob »

Hi everyone,

When using path+sobol and phontongi enabled, I get small circles instead of caustics. It only happens when viewed through glass (or water). If I put the camera behind water, caustics will render just fine. Also it works in bidr+metropolis.

I tried changing lookup radius, but I believe it didn't helped much.

Please see attachment for comparisons and more info.
HDRI can be downloaded at https://hdrihaven.com/hdri/?h=spiaggia_di_mondello

Thanks in advance!
Attachments
normal
normal
not_normal
not_normal
test.blend
scene
(843.77 KiB) Downloaded 197 times
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: PhotonGI caustics

Post by B.Y.O.B. »

You don't need env. light cache and indirect light cache in this scene.

About the caustics cache, you just need a lower lookup radius (and maybe raise max. size and lower step samples to focus more on the caustics, since they are taking more time to clear than the other noise).
Attachments
caches.PNG
old settings (100 samples)
old settings (100 samples)
new settings (100 samples)
new settings (100 samples)
LuxNoob
Posts: 9
Joined: Sun Aug 02, 2020 6:38 pm

Re: PhotonGI caustics

Post by LuxNoob »

Thanks B.Y.O.B. a lot.

While its much more clean, small circles still appear in image, at least compared to bidr+metropolis.
Will they disapear with more samples?

And why does it only happens when seeing through glass?


Again thanks a lot for support!
User avatar
Dade
Developer
Developer
Posts: 5675
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: PhotonGI caustics

Post by Dade »

LuxNoob wrote: Mon Oct 05, 2020 10:27 am Will they disapear with more samples?
Yes, if you have periodic cache update, more and more small circles (photon splashes) will overlap until the point you can not more see them.
LuxNoob wrote: Mon Oct 05, 2020 10:27 am And why does it only happens when seeing through glass?
If you have light tracing enabled (as you should), the cache is used only for for SDS paths (Specular-Diffuse-Specular paths, i.e. caustics seen trough specular objects), something not even BiDir+Metropolis can render.
Support LuxCoreRender project with salts and bounties
LuxNoob
Posts: 9
Joined: Sun Aug 02, 2020 6:38 pm

Re: PhotonGI caustics

Post by LuxNoob »

Thanks Dade for the quick answer.

However I didn't understand a thing:
Dade wrote: Mon Oct 05, 2020 10:36 am If you have light tracing enabled (as you should), the cache is used only for for SDS paths (Specular-Diffuse-Specular paths, i.e. caustics seen trough specular objects), something not even BiDir+Metropolis can render.
If BiDir+Metropolis cannot render SDS paths, then how are caustics perfectly visible (and with very much less noise) using that?
(sorry if it is a stupid question but Im kinda new to photorealism)

PS: Is it possible if you Luxcore people join forces with blender team in order to have this amazing render engine integrated in blender by default?

Again thanks!
User avatar
Dade
Developer
Developer
Posts: 5675
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: PhotonGI caustics

Post by Dade »

LuxNoob wrote: Mon Oct 05, 2020 11:50 am However I didn't understand a thing:
Dade wrote: Mon Oct 05, 2020 10:36 am If you have light tracing enabled (as you should), the cache is used only for for SDS paths (Specular-Diffuse-Specular paths, i.e. caustics seen trough specular objects), something not even BiDir+Metropolis can render.
If BiDir+Metropolis cannot render SDS paths, then how are caustics perfectly visible (and with very much less noise) using that?
(sorry if it is a stupid question but Im kinda new to photorealism)
I haven't looked into the scene (have you enabled light tracing ?) but from your description, I was assuming they were SDS paths.

In this test scene, the caustics on the mirror are SDS paths and are visible when using caustic cache:

sds1.jpg

They are not visible if you use BiDir+Metropolis:

sds2.jpg
LuxNoob wrote: Mon Oct 05, 2020 11:50 am PS: Is it possible if you Luxcore people join forces with blender team in order to have this amazing render engine integrated in blender by default?
How could it be a viable option ? Aside from throwing LuxCore out of the window and just all working on Cycles ?

You know that has been, somewhat, tried in the past ... a story very few know :mrgreen:
Support LuxCoreRender project with salts and bounties
LuxNoob
Posts: 9
Joined: Sun Aug 02, 2020 6:38 pm

Re: PhotonGI caustics

Post by LuxNoob »

Dade wrote: Mon Oct 05, 2020 12:32 pm have you enabled light tracing ?
Yes I did.
Dade wrote: Mon Oct 05, 2020 12:32 pm
I haven't looked into the scene (have you enabled light tracing ?) but from your description, I was assuming they were SDS paths.

In this test scene, the caustics on the mirror are SDS paths and are visible when using caustic cache:
Well I'm not sure if they are SDS caustics, but my scene has the camera above the water, with caustics at the sand (camera is not underwater, but caustics are).

In your example with mirrors, you are saying I can only get the same results using the caustic cache (not using metropolis)?
B.Y.O.B. wrote: Sun Oct 04, 2020 10:46 pm About the caustics cache, you just need a lower lookup radius (and maybe raise max. size and lower step samples to focus more on the caustics, since they are taking more time to clear than the other noise).
Finally, I did what B.Y.O.B. told me, but in final render caustics are kind of "blurry" (not sharp) compared to BiDir+metropolis, though much better than before:

teste2.png

Thanks everyone for support!
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: PhotonGI caustics

Post by B.Y.O.B. »

LuxNoob wrote: Mon Oct 05, 2020 1:42 pm Well I'm not sure if they are SDS caustics, but my scene has the camera above the water, with caustics at the sand (camera is not underwater, but caustics are).
They are SDS caustics, but since the only light in the scene is the environment light with HDRI, Bidir can render them (inefficiently), because environment lights are intersectible (I think). If you would use a non-intersectible light like a point or spot light, Bidir would not be able to render them.

Attached is an example:
test (1)_spot.blend
(878.62 KiB) Downloaded 207 times
bidir
bidir
caustic cache
caustic cache
LuxNoob wrote: Mon Oct 05, 2020 1:42 pm Finally, I did what B.Y.O.B. told me, but in final render caustics are kind of "blurry" (not sharp)
Have you tried lowering the radius further?
Unfortunately it is an annoying trial&error process until you have figured out a good radius.
User avatar
Dade
Developer
Developer
Posts: 5675
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: PhotonGI caustics

Post by Dade »

LuxNoob wrote: Mon Oct 05, 2020 1:42 pm Well I'm not sure if they are SDS caustics, but my scene has the camera above the water, with caustics at the sand (camera is not underwater, but caustics are).
Yes, they are SDS paths: Delta Light => Water (S) => Sand (D) => Water (S) => Eye.
LuxNoob wrote: Mon Oct 05, 2020 1:42 pm In your example with mirrors, you are saying I can only get the same results using the caustic cache (not using metropolis)?
Yup.

You can not. Try to render your scene with a point light source (i.e. a delta light source) instead of an HDR and you will see that there will be not caustics under water.
Support LuxCoreRender project with salts and bounties
LuxNoob
Posts: 9
Joined: Sun Aug 02, 2020 6:38 pm

Re: PhotonGI caustics

Post by LuxNoob »

Thanks Dade and B.Y.O.B.,

Your kind and quick answers allowed me to understand deeper how LuxCore handles caustics.

Regards,
a proud luxcore user.
Post Reply