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Re: PhotonGI cache
Posted: Mon Mar 11, 2019 11:49 am
by Dade
lacilaci wrote: Mon Mar 11, 2019 6:30 am
I created small isolated case here:
00_concept_lux.zip
the small selected object with material+emission will completely ruin photongi unless you hide it or unplug emission
Going to check what is going on.
Re: PhotonGI cache
Posted: Mon Mar 11, 2019 12:59 pm
by FarbigeWelt
Dade, did you notice follow?
Code: Select all
intern/cycles/kernel/svm/svm_displace.h
ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
#ifdef __RAY_DIFFERENTIALS__ ...
Re: PhotonGI cache
Posted: Mon Mar 11, 2019 1:01 pm
by kintuX
Dade wrote: Mon Mar 11, 2019 11:49 am
Going to check what is going on.
I suspect the large span between light intensities (precision issue? ie. Sun&Sky VS Candle light) combined with "Automatic Lookup Radius" (too small or not enough photons?), since after values get balanced & Radius is set manually, debug result looks like:
Re: PhotonGI cache
Posted: Mon Mar 11, 2019 1:07 pm
by marcatore
could you post the final image with that kind of lighting setup?
Re: PhotonGI cache
Posted: Mon Mar 11, 2019 1:18 pm
by kintuX
marcatore wrote: Mon Mar 11, 2019 1:07 pm
could you post the final image with that kind of lighting setup?
Here, done in 120seconds (502 samples):
PS
above had HDRI instead of "Clear White Sky"
Here's another in 120sec (499 samples):
PPS
Notice bad settings worsen performance

Re: PhotonGI cache
Posted: Mon Mar 11, 2019 1:31 pm
by Dade
FarbigeWelt wrote: Mon Mar 11, 2019 12:59 pm
Dade, did you notice follow?
Code: Select all
intern/cycles/kernel/svm/svm_displace.h
ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
#ifdef __RAY_DIFFERENTIALS__ ...
What do you mean ?
Re: PhotonGI cache
Posted: Mon Mar 11, 2019 1:34 pm
by Fox
kintuX wrote: Mon Mar 11, 2019 1:01 pm
I suspect the large span between light intensities (precision issue? ie. Sun&Sky VS Candle light) combined with "Automatic Lookup Radius" (too small or not enough photons?), since after values get balanced & Radius is set manually, debug result looks like:
pff.jpg
Can you get your scene to crash with manual too small radius?
I was able to use 0.001, but not well below this, and 0.01 radius is way better covered. In my case the auto radius is most likely tuning in too small radius when rendering high res like 6000 x 4500 pix, auto is crashing every time like manual radius 0.0001. Radius 0.01 already gives me map size of 8% with maximum number of photons.
Re: PhotonGI cache
Posted: Mon Mar 11, 2019 2:03 pm
by lacilaci
It looks like instead of addition, new cache entries from different lightsources are replacing old ones.
Re: PhotonGI cache
Posted: Mon Mar 11, 2019 3:05 pm
by Dade
lacilaci wrote: Mon Mar 11, 2019 6:30 am
I created small isolated case here:
00_concept_lux.zip
the small selected object with material+emission will completely ruin photongi unless you hide it or unplug emission
I'm trying the scene but I get the right output out of the box:
Should I change something ?
Re: PhotonGI cache
Posted: Mon Mar 11, 2019 3:08 pm
by lacilaci
Dade wrote: Mon Mar 11, 2019 3:05 pm
lacilaci wrote: Mon Mar 11, 2019 6:30 am
I created small isolated case here:
00_concept_lux.zip
the small selected object with material+emission will completely ruin photongi unless you hide it or unplug emission
I'm trying the scene but I get the right output out of the box:
img1.jpg
Should I change something ?
I'll try redownload latest daily so I'm sure.