Re: PhotonGI cache
Posted: Wed Feb 27, 2019 6:26 pm
so, first gi bounce is still brute force and then cache?
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Yes, that's what was mentioned in the forum.
the part I don't understand is "no artifacts but noise that eventually goes away" part, sounds like some progressive solution since even after first bounce you could get cache entries that show up in reflection...
Wow, great results!
thank you.marcatore wrote: Thu Feb 28, 2019 7:39 am I like the result.
It seems that you should be able to catch the glossy materials without artifacts.
Interesting.
using higher threshold will add more noise in glossy since it will be using more pathtracing calculation as far as i understood. so it's better to play with normal angle and radiuslacilaci wrote: Thu Feb 28, 2019 8:00 am It is nice indeed, but if you look at the wall light the cache is affecting lighting on the wall next to it, so I guess a little higher usage threshold would be needed in this case
You would need very very small radius to make sure cache won't pickup the light at that place, which would also mean you'd need much more dense cache to get low enough bias, which will lead to long precomp time. Using higher threshold isn't as bad and it is going to make sure you don't get weird light leaks.andreymd87 wrote: Thu Feb 28, 2019 8:51 amusing higher threshold will add more noise in glossy since it will be using more pathtracing calculation as far as i understood. so it's better to play with normal angle and radiuslacilaci wrote: Thu Feb 28, 2019 8:00 am It is nice indeed, but if you look at the wall light the cache is affecting lighting on the wall next to it, so I guess a little higher usage threshold would be needed in this case