Re: PhotonGI cache
Posted: Thu Jan 17, 2019 10:42 am
Got it, thanks!
Show your work, get help, participate in development
https://forums.luxcorerender.org/
I have done the same also for Windows OpenCL-less version, since the problem has just showed up there too.acasta69 wrote: Thu Jan 17, 2019 7:37 amI have eliminated concurrent project builds for the OpenCL version and apparently this solves the problem.Dade wrote: Tue Jan 15, 2019 10:27 pm Yup, may be reducing the number of concurrent compilations can solve the problem or is it a 32bit vs 64bit compiler problem![]()
You should find again Windows OpenCL build among the daily binaries.
Total build time is only slightly longer... Maybe those VMs have too small virtual memory to handle several big builds efficiently at the same time![]()
Anyway, I'll keep looking for a more efficient solution if possible.
You have forgot to replace the roughmatte with matte material.epilectrolytics wrote: Thu Jan 17, 2019 2:53 pm Now I have set up another simple scene and there I'm stuck: The photon cache works, but no caustic photons are registered and therefore no caustics rendered.
I tried spot, area and point light but nothing works (file attached). Where is my error?
It needs a Metropolis sampler. In order to give you an idea of the difference, this is a 4 samples/pixel LIGHTCPU rendering with Sobol sampler (the same sampler currently used by PhotonGI):epilectrolytics wrote: Thu Jan 17, 2019 2:53 pm From this short testing I can already see that the old problem of all photon mappers is back: how to aim photons so that they are not wasted?
OoopsDade wrote: Fri Jan 18, 2019 11:29 am You have forgot to replace the roughmatte with matte material.
That looks very promising!It needs a Metropolis sampler.
()
The difference in photon density is huge. Metropolis "aims" the photons where they are visible.
The matte node always exports roughmatte, as you say matte is used only in the fallback material when no material is assigned.epilectrolytics wrote: Fri Jan 18, 2019 1:17 pm In Blender I assigned a matte material with sigma=0 and then didn't check the cfg file.
Apparently this produces a roughmatte material, so how to make matte from Blender?
(Assigning no material does the trick: "matte" in cfg, but is that the only option?)
Ok thanks for the hint!B.Y.O.B. wrote: Fri Jan 18, 2019 1:46 pm Change type from "roughmatte" to "matte" and comment out the line with the sigma (add a "#" in front of the line).
However it is now important to export a "true" matte when possible because, even with PhotonGI generic support for materials, it will be still the faster option to render. A simple "if (sigma == 0) than export matte else export roughmatte" can do the trick.B.Y.O.B. wrote: Fri Jan 18, 2019 1:46 pm The matte node always exports roughmatte, as you say matte is used only in the fallback material when no material is assigned.
You mean PATHCPU, right ? PATHOCL is unchanged for the moment.epilectrolytics wrote: Fri Jan 18, 2019 1:17 pm Anyways, caustics from that file render now in PathOCL though very slowly (0.01M/s), one pass takes several minutes and the image shows strong aliasing but I guess all that will be optimised later once the cache works.
Yes, at the moment, I'm doing it by modifying the code but I will expose a flag to directly render any of the caches: it is very useful to understand if the cache needs more photon, etc.epilectrolytics wrote: Fri Jan 18, 2019 1:17 pm I'd like to suggest to make the photon gathering pass(es) visible in the viewport so that the user can gauge the photon density and correct earlier.