I agree, if the cache could be optimised like deleting unneeded entries in dense areas or something that would reduce RAM occupation and increase render speed.
PhotonGI cache
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Re: PhotonGI cache
Re: PhotonGI cache
This is going to be fixed with the accumulation of photons on visibility points (and not on 1 out of 10 random photon hit points). For indirect cache, caustic cache is a totally different beast.epilectrolytics wrote: ↑Mon Feb 11, 2019 12:25 pmI agree, if the cache could be optimised like deleting unneeded entries in dense areas or something that would reduce RAM occupation and increase render speed.
Re: PhotonGI cache
There are 2 problems:
1) The path tracing max. depth is set to 16 while the PhotonGI max. depth is set to 4. Use the same value in order to reduce the difference (and 16 is a LOT, 8 is a bit more reasonable). Indeed, smaller values will transport less light.
2) This is your direct light cache:
I mean, no surprise the result is darker. Blender is still not outputting direct light cache settings (viewtopic.php?f=5&t=840&start=170#p9653). Anyway I'm going to unify direct and indirect cache so the problem will be fixed at root. None uses direct light cache anyway and it is useful only to build indirect cache.
Re: PhotonGI cache
I tried higher photon depth and it did reduce the difference but not by much...Dade wrote: ↑Mon Feb 11, 2019 1:03 pmThere are 2 problems:
1) The path tracing max. depth is set to 16 while the PhotonGI max. depth is set to 4. Use the same value in order to reduce the difference (and 16 is a LOT, 8 is a bit more reasonable). Indeed, smaller values will transport less light.
2) This is your direct light cache:
direct.jpg
I mean, no surprise the result is darker. Blender is still not outputting direct light cache settings (viewtopic.php?f=5&t=840&start=170#p9653). Anyway I'm going to unify direct and indirect cache so the problem will be fixed at root. None uses direct light cache anyway and it is useful only to build indirect cache.
So do I understand it right that you're building direct light cache to then build indirect light cache from it?
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Re: PhotonGI cache
Great, sounds like another welcome speedup!
Would it make sense to use PT maxdepth automatically for PGI in order to avoid confusion?
Also for caustic cache and specular bounces.
Or are there cases where different path depths would make sense?
Re: PhotonGI cache
Re: PhotonGI cache
Oh, this would be good.. anything that removes editable parameters is goodepilectrolytics wrote: ↑Mon Feb 11, 2019 1:19 pm
Would it make sense to use PT maxdepth automatically for PGI in order to avoid confusion?
Re: PhotonGI cache
Automated algo behind the scene will avoid a lot of headache for user and also help Devs not to have to expalain again and again what is running under the hood.Anyway I'm going to unify direct and indirect cache so the problem will be fixed at root. None uses direct light cache anyway and it is useful only to build indirect cache.
It will also help to have very good experience while working with Luxcore.
Re: PhotonGI cache
I guess I was using and older BlendLuxCore version.B.Y.O.B. wrote: ↑Mon Feb 11, 2019 1:29 pmI thought I fixed that problem?
https://github.com/LuxCoreRender/BlendL ... ig.py#L340
This is what I working on, an old debug rendering:
A new code using regular visibility points:
The light intensity is a lot more uniform and smooth, thanks to the uniform distribution the cache look up is also 2 times faster (check the samples/sec) and independent from number of photon traced or look up radius. The pre-processing is also a lot faster.
P.S. this starts to looks exactly like a V-Ray output...
Re: PhotonGI cache
Oh, yes.. That looks really nice!Dade wrote: ↑Mon Feb 11, 2019 2:37 pmI guess I was using and older BlendLuxCore version.B.Y.O.B. wrote: ↑Mon Feb 11, 2019 1:29 pmI thought I fixed that problem?
https://github.com/LuxCoreRender/BlendL ... ig.py#L340
This is what I working on, an old debug rendering:
old.jpg
A new code using regular visibility points:
new.jpg
The light intensity is a lot more uniform and smooth, thanks to the uniform distribution the cache look up is also 2 times faster (check the samples/sec) and independent from number of photon traced or look up radius. The pre-processing is also a lot faster.
P.S. this starts to looks exactly like a V-Ray output...