Unfortunately, it is not possible, it is literally a different kind of rendering.epilectrolytics wrote: Wed Feb 06, 2019 11:11 am I'd like to suggest that the debug option showing the photon map is removed and instead it is always contained as a photon AOV when PhotonGI is activated so that it can be toggled as a channel during the render for inspection.
PhotonGI cache
Re: PhotonGI cache
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Re: PhotonGI cache
Just seen the BiDir fix (NONE_FILTER) on GitHub, thanks very much for that one, great work!!
Re: PhotonGI cache
I have exposed the lookup.maxcount property, and I set the max. size automatically now. Is this a good idea?B.Y.O.B. wrote: Tue Feb 05, 2019 8:47 pmDamnit, I forgot to ask if I forgot a property that should be exposed.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
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?
Re: PhotonGI cache
Nope, "Max photon count" is the maximum number of photons fired, it is the max. number of photon paths traced. Each photon can create between 0 to "maxdepth" photon entries in a cache, an entry can be created each time it bounces over a surface. So photon count is very different form cache size value. Also the indirect and caustic cache size should be separated (are the same in your screenshot ?).B.Y.O.B. wrote: Tue Feb 05, 2019 8:47 pm 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?
Re: PhotonGI cache
By the way setting the lookup max count as high as 16 000 and I still get a lot of "bleeding" or light leaks, I don't know.
Re: PhotonGI cache
So if I want to ensure that every generated photon ends up in the cache, I have to use:Dade wrote: Wed Feb 06, 2019 12:51 pmNope, "Max photon count" is the maximum number of photons fired, it is the max. number of photon paths traced. Each photon can create between 0 to "maxdepth" photon entries in a cache, an entry can be created each time it bounces over a surface. So photon count is very different form cache size value. Also the indirect and caustic cache size should be separated (are the same in your screenshot ?).B.Y.O.B. wrote: Tue Feb 05, 2019 8:47 pm 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?
maxsize = photon.maxcount * photon.maxdepth
Is that correct? And is there ever a case where I want to throw away photons?
Re: PhotonGI cache
This actually is a simple testscene....
Re: PhotonGI cache
Nope, there is no warranty that a photon path will generate a cache entry (for instance, a path hitting nothing).B.Y.O.B. wrote: Wed Feb 06, 2019 1:08 pm So if I want to ensure that every generated photon ends up in the cache, I have to use:
maxsize = photon.maxcount * photon.maxdepth
Is that correct? And is there ever a case where I want to throw away photons?
photon.maxcount is a safe guard to place a bound to a potentially infinite process (for instance, trying to feel a caustic cache when there are no caustics in the current scene).