Env. Light Visibility Cache

Discussion related to the LuxCore functionality, implementations and API.
User avatar
Sharlybg
Donor
Donor
Posts: 3104
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: Env. Light Visibility Cache

Post by Sharlybg »

Yes, like PhotonGI, there is a ".visibilitymapcache.visibility.glossinessusagethreshold" to set the glossy threshold.
So what is the current glossinessusagethreshold number ? And what will happen if we reduce it to make it cover very reflective object ?
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
lacilaci
Donor
Donor
Posts: 1969
Joined: Fri May 04, 2018 5:16 am

Re: Env. Light Visibility Cache

Post by lacilaci »

Sharlybg wrote: Mon Jul 29, 2019 10:58 am
Yes, like PhotonGI, there is a ".visibilitymapcache.visibility.glossinessusagethreshold" to set the glossy threshold.
So what is the current glossinessusagethreshold number ? And what will happen if we reduce it to make it cover very reflective object ?
I think we already saw what will hapen...
User avatar
Dade
Developer
Developer
Posts: 5675
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Env. Light Visibility Cache

Post by Dade »

Sharlybg wrote: Mon Jul 29, 2019 10:58 am
Yes, like PhotonGI, there is a ".visibilitymapcache.visibility.glossinessusagethreshold" to set the glossy threshold.
So what is the current glossinessusagethreshold number ? And what will happen if we reduce it to make it cover very reflective object ?
it is 0.05 like with PhotonGI.
Support LuxCoreRender project with salts and bounties
User avatar
Sharlybg
Donor
Donor
Posts: 3104
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: Env. Light Visibility Cache

Post by Sharlybg »

it is 0.05 like with PhotonGI.
Is there any way to break this reflection limitation ?
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
Dade
Developer
Developer
Posts: 5675
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Env. Light Visibility Cache

Post by Dade »

Sharlybg wrote: Mon Jul 29, 2019 12:02 pm
it is 0.05 like with PhotonGI.
Is there any way to break this reflection limitation ?

Eh ? It is a feature, not a limitation :?: It handle glossy-nearly-specular surface as specular instead of glossy.
Support LuxCoreRender project with salts and bounties
User avatar
Sharlybg
Donor
Donor
Posts: 3104
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: Env. Light Visibility Cache

Post by Sharlybg »

Eh ? It is a feature, not a limitation :?: It handle glossy-nearly-specular surface as specular instead of glossy.
I mean a limitation in a way that if you go too low something like 0.001 the result lead to light weird beahaviour or black spot .... anyway result go too wrong to let it go.
I think we already saw what will hapen...
An image to refresh my brain :)
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
kintuX
Posts: 814
Joined: Wed Jan 10, 2018 2:37 am

Re: Env. Light Visibility Cache

Post by kintuX »

Sharlybg wrote: Mon Jul 29, 2019 12:02 pm
it is 0.05 like with PhotonGI.
Is there any way to break this reflection limitation ?
It's a feature that needs to be exposed in Blender ;)
User avatar
lacilaci
Donor
Donor
Posts: 1969
Joined: Fri May 04, 2018 5:16 am

Re: Env. Light Visibility Cache

Post by lacilaci »

Sharlybg wrote: Mon Jul 29, 2019 4:13 pm
I think we already saw what will hapen...
An image to refresh my brain :)
With this visibility cache, before we had artifacts on very glossy objects, now they are excluded from env.cache if they are bellow 0.05 glossiness...

One way or another, they are gonna be noisy. At least from what I've experienced so far.
User avatar
Sharlybg
Donor
Donor
Posts: 3104
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: Env. Light Visibility Cache

Post by Sharlybg »

It's a feature that needs to be exposed in Blender ;)
So my point stay. I mean limitation or no limitation in way that even high reflection object can still be well sampled as it is for less reflective one without artifacts.
It is a limitation to get all the speed unlocked :

If you stay at 0.05 =====>> you get artefact free render =====>> you get too much noise

If you go down 0.05 ====>>you get performance but =====>> Artefacts stop you

you're limited anyway.
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
lacilaci
Donor
Donor
Posts: 1969
Joined: Fri May 04, 2018 5:16 am

Re: Env. Light Visibility Cache

Post by lacilaci »

Sharlybg wrote: Mon Jul 29, 2019 5:14 pm
It's a feature that needs to be exposed in Blender ;)
So my point stay. I mean limitation or no limitation in way that even high reflection object can still be well sampled as it is for less reflective one without artifacts.
It is a limitation to get all the speed unlocked :

If you stay at 0.05 =====>> you get artefact free render =====>> you get too much noise

If you go down 0.05 ====>>you get performance but =====>> Artefacts stop you

you're limited anyway.
It was just my assumption, only Dade knows if it's like that.
Post Reply