PhotonGI cache

Discussion related to the LuxCore functionality, implementations and API.
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lacilaci
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Re: PhotonGI cache

Post by lacilaci »

So, here is what I'm currently able to get from luxcore and oidn and photongi.
Few seconds of rendering! CPU+photongi is faster than gpu rendering as it appears now.

left image is just luxcore and oidn and right is photongi+oidn
There is however a clear lack of bounces represented in lighting and reflections in the photongi render and changing depth doesn't do anything.
Currently there are very bad light leaking issues I cannot resolve with settings(I can make more small leaks or fewer big ones).

EDIT: I'm seeing this in every interior scene. Very limited bounces and black reflections...
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Re: PhotonGI cache

Post by zuljin3d »

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I tried to tweak radius and photon count, but anyway result not perfect.
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lacilaci
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Re: PhotonGI cache

Post by lacilaci »

Yeah I was trying the same, lots of photons and small lookup and larger lookup with fewer photons... It just changes the size of splotches in corners and details that's all.

The speed boost is very impressive though, I hope this can be solved.
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Re: PhotonGI cache

Post by epilectrolytics »

Thanks for the links, but I have no idea how to compile BlendLuxCore from a master file.
And while I'm familiar with the standalone the constant need to resize with waiting for a new cache building drives me mad.

I'm gonna wait patiently till v2.2alpha0 is officially out with a link on the download page.
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lacilaci
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Re: PhotonGI cache

Post by lacilaci »

epilectrolytics wrote: Tue Feb 05, 2019 7:40 pm
Thanks for the links, but I have no idea how to compile BlendLuxCore from a master file.
And while I'm familiar with the standalone the constant need to resize with waiting for a new cache building drives me mad.

I'm gonna wait patiently till v2.2alpha0 is officially out with a link on the download page.
Download blendluxcore master(addon) and copy over your blendluxcore addon(wherever is your addon installed based on os)

Then download daily build of luxcore and copy over luxcore files (bin folder in blendluxcore addon folder)

done, you have latest blender addon and luxcore daily build.
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Dade
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Re: PhotonGI cache

Post by Dade »

lacilaci wrote: Tue Feb 05, 2019 6:23 pm Yeah I was trying the same, lots of photons and small lookup and larger lookup with fewer photons... It just changes the size of splotches in corners and details that's all.
You should try increase the number of photons used to compute the result on a point (path.photongi.indirect.lookup.maxcount property) but I have probably forget to ask to B.Y.O.B. to add that property :roll:
Anyway I haven't yet looked into this problem.
lacilaci wrote: Tue Feb 05, 2019 6:23 pm The speed boost is very impressive though, I hope this can be solved.
The problem looks more like a color bleeding between different surfaces, more than a light leak. The a code has a normal related check to avoid this problem but, may be, it isn't working in the intended way.
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Re: PhotonGI cache

Post by B.Y.O.B. »

Dade wrote: Tue Feb 05, 2019 8:24 pm You should try increase the number of photons used to compute the result on a point (path.photongi.indirect.lookup.maxcount property) but I have probably forget to ask to B.Y.O.B. to add that property
Damnit, I forgot to ask if I forgot a property that should be exposed.
Here's how the UI looks like at the moment - apart from lookup.maxcount, anything else that should be in there?

By the way, it seems to me like the user would always want max. size to be the same as the photon count. Would it make sense to remove max. size from the UI and set it to the same as photon count behind the scenes? Or is this nonsense?
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epilectrolytics
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Re: PhotonGI cache

Post by epilectrolytics »

lacilaci wrote: Tue Feb 05, 2019 7:59 pm Download blendluxcore master(addon) and copy over your blendluxcore addon(wherever is your addon installed based on os)

Then download daily build of luxcore and copy over luxcore files (bin folder in blendluxcore addon folder)

done, you have latest blender addon and luxcore daily build.
Yay, it works! :mrgreen:
Thanks so much, never would have thought just copying from new to old does the trick!

First results are quite sobering, caustic cache doesn't like environmental light:
untitled.jpg
And first attempts with OIDN and glossy material are not promising either, will report tomorrow.
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Re: PhotonGI cache

Post by epilectrolytics »

B.Y.O.B. wrote: Tue Feb 05, 2019 8:47 pm Here's how the UI looks like at the moment - apart from lookup.maxcount, anything else that should be in there?
Dade added some option to exclude glossy materials from indirect cache, is that exposed somwhere?
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Re: PhotonGI cache

Post by B.Y.O.B. »

epilectrolytics wrote: Tue Feb 05, 2019 8:59 pm Dade added some option to exclude glossy materials from indirect cache, is that exposed somwhere?
Not yet.
I think the plan was to make this mostly automatic, determined by roughness - is that already implemented?
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