Re: Env. Light Visibility Cache
Posted: Thu Jul 04, 2019 2:05 pm
I have reworked a bit Env. Light Visibility Cache. This is a normal direct light only rendering:
and this is with cache enabled:
Best setup
In order to have the best results, you should use one of the following combo: sun+sky, sun+LDR (sun + infinite light with low dynamic range image). Any other combo like sphere light source + sky (like in the above test) will work fine too.
The classic infinite light with HDR image will work, and will work better than without cache, but it is far more efficient and faster to render with true sun.
The reason is that the optimal cache resolution for rendering HDR would be higher than HDR image resolution itself. This would be clearly insane in term of memory usage and pre-processing time.
Initial noise
At the very beginning of the rendering the noise will not uniform, like in this 10 samples/pixel rendering:
however Env. Light Visibility Cache is an unbiased method so the rendering will converge to the right result, this is the same rendering after 150 samples/pixel:
For the same reason all the of materials should work fine (i.e. no glossy problems like with DLSC).
TODO
OpenCL support, volumes support and transparent materials. I have still to check/add the support for the above topics so don't be surprised if they will not work.
Conclusion
I'm not currently aware of any problem (aside the one in the TODO list) so install the latest binaries and if you find one, please, post a test scene.
and this is with cache enabled:
Best setup
In order to have the best results, you should use one of the following combo: sun+sky, sun+LDR (sun + infinite light with low dynamic range image). Any other combo like sphere light source + sky (like in the above test) will work fine too.
The classic infinite light with HDR image will work, and will work better than without cache, but it is far more efficient and faster to render with true sun.
The reason is that the optimal cache resolution for rendering HDR would be higher than HDR image resolution itself. This would be clearly insane in term of memory usage and pre-processing time.
Initial noise
At the very beginning of the rendering the noise will not uniform, like in this 10 samples/pixel rendering:
however Env. Light Visibility Cache is an unbiased method so the rendering will converge to the right result, this is the same rendering after 150 samples/pixel:
For the same reason all the of materials should work fine (i.e. no glossy problems like with DLSC).
TODO
OpenCL support, volumes support and transparent materials. I have still to check/add the support for the above topics so don't be surprised if they will not work.
Conclusion
I'm not currently aware of any problem (aside the one in the TODO list) so install the latest binaries and if you find one, please, post a test scene.