Re: PhotonGI cache
Posted: Fri Feb 08, 2019 6:42 pm
hoooly sh!t
also note how more of sunlight is the cache giving to the scene compared to non-cached version.
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hoooly sh!t
Speedup would be welcome.Dade wrote: Fri Feb 08, 2019 8:09 pm Side note: some of the Lacilaci's scene setting is a bit extreme at the moment; for instance, I have yet to implement Russian Roulette on photon paths, this mean the pre-processing code wastes a lot of time tracing photon paths carrying nearly zero light. RR greatly speedup this kind of stuff. Also using matte, instead of glossy, for the walls can speedup the rendering too.
It is possible but it is a LOT of bias. I'm a bit more comfortable with the idea of leaving the option to choose (between glossy walls vs matte walls) to the end user.lacilaci wrote: Fri Feb 08, 2019 8:22 pm Maybe photonGI could internally calculate GI as if all materials are matte, but render as usual?
I understand. I think what I requested could be achieved in future with a rayswitch material.Dade wrote: Fri Feb 08, 2019 8:29 pmIt is possible but it is a LOT of bias. I'm a bit more comfortable with the idea of leaving the option to choose (between glossy walls vs matte walls) to the end user.lacilaci wrote: Fri Feb 08, 2019 8:22 pm Maybe photonGI could internally calculate GI as if all materials are matte, but render as usual?
Note: I was talking of pre-processing speed, for the rendering speed is all pre-computed so it doesn't matter.
bidir is a little brighter though, higher bounce amount?B.Y.O.B. wrote: Fri Feb 08, 2019 7:50 pm 500 samples Bidir+Metropolis (pathdepth 16/16) for comparison.