BlendLuxCore for B2.8 - anytime, biased comparison will be

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Airstrike
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Re: BlendLuxCore for B2.8 - anytime, biased comparison will be

Post by Airstrike » Fri Jan 11, 2019 11:15 am

B.Y.O.B. wrote:
Fri Jan 11, 2019 8:08 am
The images in your post are broken, they don't show up.
Just attach them to your post.
Done.
Direct link to images and .blend files
https://drive.google.com/drive/folders/ ... Iwjpty72u5

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Re: BlendLuxCore for Blender 2.8 - anytime in 2018?

Post by lacilaci » Fri Jan 11, 2019 11:40 am

Dade wrote:
Fri Jan 11, 2019 10:23 am
lacilaci wrote:
Fri Jan 11, 2019 5:45 am
I know corona devs are working on a way to render caustics efficiently. I think I would be more interested into their solution or similar rather than pushing too hard for bidir rendering which seems to be always too slow for most real world production uses.
The upcoming GI cache renders caustics for free even with Path tracing. It can render SDS paths too, something even BiDir can not render (it requires vertex merging with BiDirVM).
Oh boy... that's what I'm talking about! RIP bidir :D Won't it suffer from similar problems like DLCS?(Splotches)

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epilectrolytics
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Re: BlendLuxCore for Blender 2.8 - anytime in 2018?

Post by epilectrolytics » Fri Jan 11, 2019 11:53 am

Dade wrote:
Fri Jan 11, 2019 10:23 am
The upcoming GI cache renders caustics for free even with Path tracing. It can render SDS paths too, something even BiDir can not render (it requires vertex merging with BiDirVM).
Great news!
Can't wait to try and see!
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Dade
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Re: BlendLuxCore for Blender 2.8 - anytime in 2018?

Post by Dade » Fri Jan 11, 2019 12:47 pm

lacilaci wrote:
Fri Jan 11, 2019 11:40 am
Oh boy... that's what I'm talking about! RIP bidir :D Won't it suffer from similar problems like DLCS?(Splotches)
It is Vray-like photon mapping so "splotches" can happen but it is usually the result of not having traced enough photons, etc.
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lacilaci
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Re: BlendLuxCore for Blender 2.8 - anytime in 2018?

Post by lacilaci » Fri Jan 11, 2019 12:56 pm

Dade wrote:
Fri Jan 11, 2019 12:47 pm
lacilaci wrote:
Fri Jan 11, 2019 11:40 am
Oh boy... that's what I'm talking about! RIP bidir :D Won't it suffer from similar problems like DLCS?(Splotches)
It is Vray-like photon mapping so "splotches" can happen but it is usually the result of not having traced enough photons, etc.
Interesting. So when can I try? :D

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Re: BlendLuxCore for B2.8 - anytime, biased comparison will be

Post by Sharlybg » Fri Jan 11, 2019 1:03 pm

It is Vray-like photon mapping so "splotches" can happen but it is usually the result of not having traced enough photons, etc.
You already answer me even if you don't know i've asked the same :mrgreen:

So we are ready to try it as soon as it is released :D
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Re: BlendLuxCore for B2.8 - anytime, biased comparison will be

Post by marcatore » Fri Jan 11, 2019 1:31 pm

Gentlemeeeeeen... Start your (render) eeeeengineeees!!!!! :D

Great news.

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Re: BlendLuxCore for Blender 2.8 - anytime in 2018?

Post by epilectrolytics » Fri Jan 11, 2019 1:48 pm

Dade wrote:
Fri Jan 11, 2019 12:47 pm
It is Vray-like photon mapping
Very interesting!

I thought GI cache was storing information about the brightness on surfaces during the rendering when samples happen to hit there.

But do you mean it's more like real photon mapping where photons are actively shot from the light sources in order to establish a map with the bright areas first and so give the path tracing a head start where to find them instead of waiting passively till they emerge during the render?

(Maybe there is a paper somewhere with explanations?)
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lacilaci
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Re: BlendLuxCore for Blender 2.8 - anytime in 2018?

Post by lacilaci » Fri Jan 11, 2019 1:52 pm

epilectrolytics wrote:
Fri Jan 11, 2019 1:48 pm
Dade wrote:
Fri Jan 11, 2019 12:47 pm
It is Vray-like photon mapping
Very interesting!

I thought GI cache was storing information about the brightness on surfaces during the rendering when samples happen to hit there.

But do you mean it's more like real photon mapping where photons are actively shot from the light sources in order to establish a map with the bright areas first and so give the path tracing a head start where to find them instead of waiting passively till they emerge during the render?

(Maybe there is a paper somewhere with explanations?)
Well I hope it's not too much like photon mapping in mental ray with all the light leaks and loss of small objects in shadows... also, memory...

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Re: BlendLuxCore for B2.8 - anytime, biased comparison will be

Post by Dade » Fri Jan 11, 2019 2:04 pm

I will open soon a dedicated thread with some result so we can discuss the topic there (without derailing this one).
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