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Re: PhotonGI cache

Posted: Fri Feb 08, 2019 2:56 pm
by SteffenD
Just wanted to give the very latest and greatest LuxCore and BlendLuxCore a try and it works amazingly. The OIDN denoiser can help a lot.
As soon as I switch on the PhotonGI cache though Blender segfaults.

Code: Select all

[LuxCore][1049.913] Configuring 32 CPU render threads
[LuxRays][1049.913] Preprocessing DataSet
[LuxRays][1049.913] Total vertex count: 7966
[LuxRays][1049.913] Total triangle count: 15748
[LuxRays][1049.913] Preprocessing DataSet done
[LuxRays][1049.913] Adding DataSet accelerator: EMBREE
[LuxRays][1049.913] Total vertex count: 7966
[LuxRays][1049.913] Total triangle count: 15748
[LuxRays][1049.961] EmbreeAccel build time: 47ms
[LuxCore][1049.965] PhotonGI trace visibility particles thread count: 32
[LuxCore][1050.181] PhotonGI visibility total entries: 2163
[LuxCore][1050.182] PhotonGI trace photons thread count: 32
[LuxCore][1050.278] PhotonGI total photon traced: 233472
[LuxCore][1050.279] PhotonGI total direct photon stored: 79543 (100000 traced)
[LuxCore][1050.279] PhotonGI total indirect photon stored: 8744 (100000 traced)
[LuxCore][1050.279] PhotonGI total caustic photon stored: 0 (0 traced)
[LuxCore][1050.279] PhotonGI total radiance photon stored: 79447
[LuxCore][1050.280] PhotonGI building direct photons BVH
Embree: Unknown error, (allocation is too large)
Writing: /tmp/Latest_Version_v01.crash.txt
Segmentation fault (core dumped)
The system is a Threadripper X2950 / GTX 1080ti with Linux Mint 19.1. Any ideas?

Re: PhotonGI cache

Posted: Fri Feb 08, 2019 4:12 pm
by Dade
SteffenD wrote: Fri Feb 08, 2019 2:56 pm Just wanted to give the very latest and greatest LuxCore and BlendLuxCore a try and it works amazingly. The OIDN denoiser can help a lot.
As soon as I switch on the PhotonGI cache though Blender segfaults.

Code: Select all

[LuxCore][1049.913] Configuring 32 CPU render threads
[LuxRays][1049.913] Preprocessing DataSet
[LuxRays][1049.913] Total vertex count: 7966
[LuxRays][1049.913] Total triangle count: 15748
[LuxRays][1049.913] Preprocessing DataSet done
[LuxRays][1049.913] Adding DataSet accelerator: EMBREE
[LuxRays][1049.913] Total vertex count: 7966
[LuxRays][1049.913] Total triangle count: 15748
[LuxRays][1049.961] EmbreeAccel build time: 47ms
[LuxCore][1049.965] PhotonGI trace visibility particles thread count: 32
[LuxCore][1050.181] PhotonGI visibility total entries: 2163
[LuxCore][1050.182] PhotonGI trace photons thread count: 32
[LuxCore][1050.278] PhotonGI total photon traced: 233472
[LuxCore][1050.279] PhotonGI total direct photon stored: 79543 (100000 traced)
[LuxCore][1050.279] PhotonGI total indirect photon stored: 8744 (100000 traced)
[LuxCore][1050.279] PhotonGI total caustic photon stored: 0 (0 traced)
[LuxCore][1050.279] PhotonGI total radiance photon stored: 79447
[LuxCore][1050.280] PhotonGI building direct photons BVH
Embree: Unknown error, (allocation is too large)
Writing: /tmp/Latest_Version_v01.crash.txt
Segmentation fault (core dumped)
The system is a Threadripper X2950 / GTX 1080ti with Linux Mint 19.1. Any ideas?
"Embree: Unknown error, (allocation is too large)" is a very strange error, never seen before. Are you using something uncommon like a different default unit ? Does it happen with any scene, even the default cube ? Try to post a test scene so we can check if there is something different.

Re: PhotonGI cache

Posted: Fri Feb 08, 2019 4:19 pm
by SteffenD
No, nothing special on my side. Even after using "Load Factory Settings" and re-activating the LuxCore addon, pressing F12 instantly crashes Blender with the default cube.

EDIT: Oh, wait. It doesn't crash with the official buildbot version of 2.79 but only with my own compile (which usually does work as good as the official one). Maybe a library mismatch of something...

Re: PhotonGI cache

Posted: Fri Feb 08, 2019 4:21 pm
by Dade
SteffenD wrote: Fri Feb 08, 2019 4:19 pm No, nothing special on my side. Even after using "Load Factory Settings" and re-activating the LuxCore addon, pressing F12 instantly crashes Blender with the default cube.
Are you using a daily build ?

Re: PhotonGI cache

Posted: Fri Feb 08, 2019 4:24 pm
by SteffenD
Yes, sorry. I just updated my last reply. The daily build works fine, only my own compile is crashing.

Re: PhotonGI cache

Posted: Fri Feb 08, 2019 4:29 pm
by Dade
I have implemented a workaround to current "corner color bleeding". The idea is based on falling back to normal path tracing if the distance of the ray hit is smaller than the cache lookup radius. This works like the material flag to disable the cache (i.e. cache is likely to kick anyway on the next bounce so the speed up is still very noticeable).

This is a rendering before the workaround:

nofix.png

and this after:

fix.png

It seems to work well and it is a quite elegant solution ... the problem is I have not yet fully understood the source of the original bleeding :roll:

Re: PhotonGI cache

Posted: Fri Feb 08, 2019 4:38 pm
by lacilaci
Looks good in that test. Can't wait to try.

Re: PhotonGI cache

Posted: Fri Feb 08, 2019 5:32 pm
by Sharlybg
it is a quite elegant solution
Clever :idea:

Re: PhotonGI cache

Posted: Fri Feb 08, 2019 5:57 pm
by epilectrolytics
Dade wrote: Fri Feb 08, 2019 4:29 pm I have implemented a workaround to current "corner color bleeding".
Ingenious!
Good to have that problem solved before the alpha release.

Re: PhotonGI cache

Posted: Fri Feb 08, 2019 6:40 pm
by B.Y.O.B.
A test with lacilaci's scene.