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Re: PhotonGI cache

Posted: Sat Mar 02, 2019 8:52 pm
by Sharlybg
If you want to match view from corona to luxcore. I will suggest you to start by placing a new camera outside for both renderer and try to make them look simillar by playing with light power, considering you are using a linear camera for both without no extra hard coded pre processing phase.
Then when both camera match put them inside your interior.

Re: PhotonGI cache

Posted: Sat Mar 02, 2019 8:58 pm
by Sharlybg
About caching and glossy shader. I wonder how we can evaluate before rendering if a shader average reflection roughness will be under or higher than cache setting when we use texture and band node instead of flat number.

Re: PhotonGI cache

Posted: Sat Mar 02, 2019 11:47 pm
by Dade
Sharlybg wrote: Sat Mar 02, 2019 8:58 pm About caching and glossy shader. I wonder how we can evaluate before rendering if a shader average reflection roughness will be under or higher than cache setting when we use texture and band node instead of flat number.
At the moment, the average roughness texture value is used.

Re: PhotonGI cache

Posted: Sun Mar 03, 2019 6:59 am
by lacilaci
Ok, so the biggest problem in the scene that was being compared was tonemapper turned off. I don't know what it does to rendering when it is turned off but I don't think it is a good idea and you should probably use it to get proper exposure before you render final image.

Here is the setup:
Screenshot from 2019-03-03 07-50-39.png
Another thing is that I'm pretty sure you made gi cache pretty much useless with your settings (especially 2m lookup radius). This is gonna keep happening and it's just another proof that those settings will have to be hidden from users as soon as they can.

here are settings I used:
Screenshot from 2019-03-03 07-46-39.png
Screenshot from 2019-03-03 07-46-39.png (11.31 KiB) Viewed 5230 times
Performance is much better now but there is still a lot wrong with this scene, it's a complete mess with random object outside scene and unnecesary clutter, bad shading on objects, null materials(those probably don't do harm but why not use archglass).... I'm not gonna dig further

Try to play with clamping values next to gain better performance if you want...

Re: PhotonGI cache

Posted: Sun Mar 03, 2019 8:29 am
by andreymd87
Dade wrote: Sat Mar 02, 2019 8:26 pm Sincerely, pretending to have the same outputs from 2 totally different rendering engines because you are inserting the "same" inputs is a veeeeery long shot.
I mean, are the models for light sources, materials, textures, camera, film response, etc. the same ? Are all the input values expressed with the same physical units ?
I wouldn't loose my sleep over that.
i agree with you. but not totally :) both rendering engines are physically accurate , that makes sense to give almost same result. ofc i used same outputs for light. same diffuse or glossy color. same untonemapped method. that's why i compared the raw exr images. but even this maybe is not a true case to loose your sleep over that :) also let's keep in mind that this version is still alpha. we dont know what changes might be there later. so i wouldnt put a cover on this and will follow for the new builds.

Re: PhotonGI cache

Posted: Sun Mar 03, 2019 8:32 am
by lacilaci
andreymd87 wrote: Sun Mar 03, 2019 8:29 am we dont know what changes might be there later. so i wouldnt put a cover on this and will follow for the new builds.
If Dade doesn't know what changes might there be later, then only god does :D

Re: PhotonGI cache

Posted: Sun Mar 03, 2019 8:55 am
by andreymd87
lacilaci wrote: Sun Mar 03, 2019 8:32 am
andreymd87 wrote: Sun Mar 03, 2019 8:29 am we dont know what changes might be there later. so i wouldnt put a cover on this and will follow for the new builds.
If Dade doesn't know what changes might there be later, then only god does :D
i said about us, users :D

Re: PhotonGI cache

Posted: Sun Mar 03, 2019 9:19 am
by lacilaci
Talking about changes ,I still wonder if it wouldn't be worth it building cache for all materials for diffuse rays and use glossiness threshold for glossy rays only.

Re: PhotonGI cache

Posted: Sun Mar 03, 2019 10:20 am
by Dade
andreymd87 wrote: Sun Mar 03, 2019 8:29 am ofc i used same outputs for light. same diffuse or glossy color. same untonemapped method. that's why i compared the raw exr images.
How do you know Lux and Corona use the same glossy model ? Lux uses a Schlick's approximation (https://en.wikipedia.org/wiki/Schlick%27s_approximation) while Corona could use a GGX distribution (like Cycles do ?). The end result is totally different and requires different input values.
You are literally comparing apples to oranges without having Corona sources and checking the implementation of every single items (light sources, materials, textures, camera, film response, etc.).

Re: PhotonGI cache

Posted: Sun Mar 03, 2019 10:29 am
by andreymd87
Dade wrote: Sun Mar 03, 2019 10:20 am
andreymd87 wrote: Sun Mar 03, 2019 8:29 am ofc i used same outputs for light. same diffuse or glossy color. same untonemapped method. that's why i compared the raw exr images.
How do you know Lux and Corona use the same glossy model ? Lux uses a Schlick's approximation (https://en.wikipedia.org/wiki/Schlick%27s_approximation) while Corona could use a GGX distribution (like Cycles do ?). The end result is totally different and requires different input values.
You are literally comparing apples to oranges without having Corona sources and checking the implementation of every single items (light sources, materials, textures, camera, film response, etc.).
then make lux to use same GGX :D