Re: PhotonGI cache
Posted: Thu Sep 12, 2019 12:23 pm
Thank you!
Show your work, get help, participate in development
https://forums.luxcorerender.org/
Thank you!
I like the idea of the control over the number of bounces before using PGI cache.lacilaci wrote: Wed Sep 11, 2019 4:55 pm I have this idea that might be a bit stupid but maybe not:
Would it be possible to control after how many bounces is photongi used? Maybe this would help with some reflection artifacting or leaks?
So maybe have 1 or 2 bounces brute force and afterwards sample from cache(a control exposed to the user).
The reason is that sometimes luxcore performs well in interior even without photongi but some areas are a bit "too deep" in terms of gi so they could benefit from photongi. However enabling cache might bring some artifacting even to areas which were ok and fast before. So I have to pick between artifacts and speed...
In my head I think this could help protect areas exposed to few bounces but still give speedup for hard to reach areas.
hm, never tried such high threshold..provisory wrote: Fri Sep 13, 2019 9:47 pmI like the idea of the control over the number of bounces before using PGI cache.lacilaci wrote: Wed Sep 11, 2019 4:55 pm I have this idea that might be a bit stupid but maybe not:
Would it be possible to control after how many bounces is photongi used? Maybe this would help with some reflection artifacting or leaks?
So maybe have 1 or 2 bounces brute force and afterwards sample from cache(a control exposed to the user).
The reason is that sometimes luxcore performs well in interior even without photongi but some areas are a bit "too deep" in terms of gi so they could benefit from photongi. However enabling cache might bring some artifacting even to areas which were ok and fast before. So I have to pick between artifacts and speed...
In my head I think this could help protect areas exposed to few bounces but still give speedup for hard to reach areas.
In the meantime you could try to enable Add Light Tracing with Glossiness Threshold: 1.
According to my tests it helps to illuminate hard to reach areas. After all PGI uses Light Tracing too.
Cons: doesn't work with Matte (but works with Glossy or Disney with max. roughness) and darkens speculars (without PSR)
What are you using as glossy roughness and PGI roughness threshold ?marcatore wrote: Fri Aug 14, 2020 12:09 pm Is it normal? Isn't it possible to caching more with glossy materials?
This is the expected behavior:marcatore wrote: Fri Aug 14, 2020 12:24 pm higher material roughness value , more red image
as soon as I go little over the PGI glossiness threshold, the image becomes more blue.