Re: PhotonGI cache
Posted: Tue Feb 12, 2019 6:52 am
Dade, how is glossines threshold handled when there is a glossines map used??
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What do you mean with glossiness map ? A texture applied to glossy UV roughness ? In that case, the average texture value is used for the comparison with the threshold.lacilaci wrote: Tue Feb 12, 2019 6:52 am Dade, how is glossines threshold handled when there is a glossines map used??
Isn't that a side effect of caching being a biased Solution ?But I still get weake light in GI (using same depth for photons as for GI)
Cache entries are still created only on "DIFFUSE | REFLECT" and "GLOSSY | REFLECT" materials. I will start to lift that limitation only after everything is more stable and all major problem has been fixed. We are pretty near to that point.
It is a factor but the difference is still a bit too high, there may be a bug. I will check after I have tried the same solution with caustic cache.Sharlybg wrote: Tue Feb 12, 2019 9:40 amIsn't that a side effect of caching being a biased Solution ?But I still get weake light in GI (using same depth for photons as for GI)![]()
I'm also getting strong cache samples near corners (larger lookup radius helps in some cases but there is often few samples that are too bright).Dade wrote: Tue Feb 12, 2019 9:42 amIt is a factor but the difference is still a bit too high, there may be a bug. I will check after I have tried the same solution with caustic cache.Sharlybg wrote: Tue Feb 12, 2019 9:40 amIsn't that a side effect of caching being a biased Solution ?But I still get weake light in GI (using same depth for photons as for GI)![]()
My Blender 2.79b says the scene has been written with 2.80 and crasheslacilaci wrote: Tue Feb 12, 2019 10:18 am here's how that bleeding looks. I'm getting this everywhere (probably related to glossy reflection ?)