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				Re: Env. Light Visibility Cache
				Posted: Mon Jul 29, 2019 10:58 am
				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 ?
 
			
					
				Re: Env. Light Visibility Cache
				Posted: Mon Jul 29, 2019 11:40 am
				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...
 
			
					
				Re: Env. Light Visibility Cache
				Posted: Mon Jul 29, 2019 11:52 am
				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.
 
			
					
				Re: Env. Light Visibility Cache
				Posted: Mon Jul 29, 2019 12:02 pm
				by Sharlybg
				it is 0.05 like with PhotonGI.
Is there any way to break this reflection limitation ?
 
			
					
				Re: Env. Light Visibility Cache
				Posted: Mon Jul 29, 2019 2:47 pm
				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.
 
			
					
				Re: Env. Light Visibility Cache
				Posted: Mon Jul 29, 2019 4:13 pm
				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  

 
			
					
				Re: Env. Light Visibility Cache
				Posted: Mon Jul 29, 2019 4:29 pm
				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  

 
			
					
				Re: Env. Light Visibility Cache
				Posted: Mon Jul 29, 2019 4:44 pm
				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.
 
			
					
				Re: Env. Light Visibility Cache
				Posted: Mon Jul 29, 2019 5:14 pm
				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.
 
			
					
				Re: Env. Light Visibility Cache
				Posted: Mon Jul 29, 2019 5:24 pm
				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.