PhotonGI cache

Discussion related to the Engine functionality, implementations and API.
Racleborg
Posts: 472
Joined: Sat Apr 07, 2018 10:31 am
Location: UK

Re: PhotonGI cache

Post by Racleborg » Wed Jul 31, 2019 8:54 pm

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Quote

Post
by B.Y.O.B. » Wed Jul 31, 2019 9:37 pm
Can you post the console output? It should contain some traceback about the error.
So, is that Toggle System Console under the WINDOW dropdown menu. If so, how do I save/export it?
Thanks

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B.Y.O.B.
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Re: PhotonGI cache

Post by B.Y.O.B. » Wed Jul 31, 2019 9:41 pm

Right click the console window title bar, then you get options like "mark", "copy" etc.
But a screenshot would already help a lot, if you make the window big enough vertically.
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Racleborg
Posts: 472
Joined: Sat Apr 07, 2018 10:31 am
Location: UK

Re: PhotonGI cache

Post by Racleborg » Wed Jul 31, 2019 9:55 pm

I've did MARK then pasted it below. I hope that's ok.

Code: Select all

Read prefs: C:\Users\richa\AppData\Roaming\Blender Foundation\Blender\2.79\config\userpref.blend
found bundled python: C:\Users\richa\Desktop\blender-2.79b-windows64\2.79\python
archipack: ready
measureit: Imported multifiles
pyluxcore version: 2.2beta2
Read blend: C:\Users\richa\OneDrive\Documents\ERROR Integer File Size.blend
==================================================
[Engine/Final] Rendering layer "RenderLayer"
[Exporter] Creating session
[SDL][10.047] Camera type: perspective
[SDL][10.047] Camera position: Point[7.48113, -6.50764, 5.34367]
[SDL][10.047] Camera target: Point[6.82957, -5.89347, 4.89839]
[SDL][10.047] Camera clipping plane disabled
[SDL][10.063] Texture definition: 1923269117224Fresnel
[SDL][10.063] Texture definition: 1923269110776Color
[SDL][10.063] Material definition: Surface_red__bulb__001_1922831426456
[SDL][10.063] Material definition: 1923269112264Material
[SDL][10.063] Material definition: 1923269114744Material
[SDL][10.063] Material definition: Surface_VELVET__001_1923105818520
[SDL][10.063] Material definition: Surface_SILVER__001_1923105816968
[SDL][10.063] Material definition: Surface_GRILL__001_1922831424904
[SDL][10.063] Material definition: Surface_CASE__BLACK__001_1923268978040
[SDL][10.063] Material definition: Surface_45__Label__002_1922830781992
[SDL][10.063] Material definition: Surface_45__RPM__Vinyl__002_1922831421800
[SDL][10.063] Material definition: Surface_GLOSS__BLACK__001_1922831423352
[SDL][10.063] Scene objects count: 8
[SDL][10.063] Light definition: Lamp_Lamp_1923108170824
[SDL][10.063] Light definition: __WORLD_BACKGROUND_LIGHT__
[LuxCore][10.078] Configuration:
[LuxCore][10.078]   path.pathdepth.total = 7
[LuxCore][10.078]   path.pathdepth.diffuse = 5
[LuxCore][10.078]   path.pathdepth.glossy = 5
[LuxCore][10.078]   path.pathdepth.specular = 6
[LuxCore][10.078]   opencl.cpu.use = 0
[LuxCore][10.078]   opencl.gpu.use = 1
[LuxCore][10.078]   opencl.devices.select = "1"
[LuxCore][10.078]   film.noiseestimation.warmup = 8
[LuxCore][10.078]   film.noiseestimation.step = 32
[LuxCore][10.078]   sampler.sobol.adaptive.strength = 0.94999998807907104
[LuxCore][10.078]   sampler.random.adaptive.strength = 0.94999998807907104
[LuxCore][10.078]   sampler.metropolis.largesteprate = 0.40000000000000002
[LuxCore][10.078]   sampler.metropolis.maxconsecutivereject = 512
[LuxCore][10.078]   sampler.metropolis.imagemutationrate = 0.10000000000000001
[LuxCore][10.078]   film.height = 540
[LuxCore][10.094]   film.filter.type = "BLACKMANHARRIS"
[LuxCore][10.094]   sampler.type = "SOBOL"
[LuxCore][10.094]   film.width = 960
[LuxCore][10.094]   renderengine.type = "PATHOCL"
[LuxCore][10.094]   film.filter.width = 1.5
[LuxCore][10.094]   scene.epsilon.min = 9.9999997473787516e-06
[LuxCore][10.094]   lightstrategy.type = "LOG_POWER"
[LuxCore][10.094]   scene.epsilon.max = 0.10000000149011612
[LuxCore][10.094]   film.opencl.enable = 1
[LuxCore][10.094]   film.opencl.device = 0
[LuxCore][10.094]   path.photongi.caustic.lookup.maxcount = 128
[LuxCore][10.094]   path.photongi.indirect.enabled = 1
[LuxCore][10.094]   path.photongi.persistent.file = "C:\Users\richa\AppData\Local\Temp\Untitled.pgi"
[LuxCore][10.094]   path.photongi.indirect.maxsize = 0
[LuxCore][10.094]   path.photongi.photon.maxdepth = 8
[LuxCore][10.094]   path.photongi.indirect.glossinessusagethreshold = 0.048999998718500137
[LuxCore][10.094]   path.photongi.indirect.haltthreshold = 0.050000000000000003
[LuxCore][10.094]   path.photongi.caustic.merge.radiusscale = 0.25
[LuxCore][10.094]   path.photongi.caustic.lookup.normalangle = 9.9999997090929202
[LuxCore][10.094]   path.photongi.indirect.usagethresholdscale = 8
[LuxCore][10.094]   path.photongi.caustic.lookup.radius = 0.075000002980232239
[LuxCore][10.094]   path.photongi.caustic.enabled = 0
[LuxCore][10.094]   path.photongi.caustic.maxsize = 1000000
[LuxCore][10.094]   path.photongi.photon.maxcount = 20000000
[LuxCore][10.094]   path.photongi.indirect.lookup.normalangle = 9.9999997090929202
[LuxCore][10.094]   path.photongi.indirect.lookup.radius = 0
[LuxCore][10.094]   path.forceblackbackground.enable = 0
[LuxCore][10.094]   renderengine.seed = 1
[LuxCore][10.094]   film.outputs.0.type = "RGB_IMAGEPIPELINE"
[LuxCore][10.094]   film.outputs.0.index = 0
[LuxCore][10.094]   film.outputs.0.filename = "RGB_IMAGEPIPELINE_0.png"
[LuxCore][10.094]   film.outputs.1.type = "ALBEDO"
[LuxCore][10.094]   film.outputs.1.filename = "ALBEDO.exr"
[LuxCore][10.094]   film.outputs.2.type = "AVG_SHADING_NORMAL"
[LuxCore][10.094]   film.outputs.2.filename = "AVG_SHADING_NORMAL.exr"
[LuxCore][10.094]   film.outputs.3.type = "RGB_IMAGEPIPELINE"
[LuxCore][10.094]   film.outputs.3.index = 1
[LuxCore][10.094]   film.outputs.3.filename = "RGB_IMAGEPIPELINE_1.png"
[LuxCore][10.094]   film.imagepipelines.1.0.type = "INTEL_OIDN"
[LuxCore][10.094]   film.imagepipelines.1.0.numpixels = 1000
[LuxCore][10.094]   film.imagepipelines.1.1.type = "NOP"
[LuxCore][10.094]   film.imagepipelines.1.2.type = "TONEMAP_AUTOLINEAR"
[LuxCore][10.094]   film.imagepipelines.1.3.type = "TONEMAP_LINEAR"
[LuxCore][10.094]   film.imagepipelines.1.3.scale = 0.5
[LuxCore][10.094]   film.imagepipelines.1.radiancescales.0.enabled = 1
[LuxCore][10.094]   film.imagepipelines.1.radiancescales.0.globalscale = 1
[LuxCore][10.094]   film.imagepipelines.1.radiancescales.0.rgbscale = 1 1 1
[LuxCore][10.094]   film.imagepipelines.0.0.type = "NOP"
[LuxCore][10.094]   film.imagepipelines.0.1.type = "TONEMAP_AUTOLINEAR"
[LuxCore][10.094]   film.imagepipelines.0.2.type = "TONEMAP_LINEAR"
[LuxCore][10.094]   film.imagepipelines.0.2.scale = 0.5
[LuxCore][10.094]   film.imagepipelines.0.radiancescales.0.enabled = 1
[LuxCore][10.094]   film.imagepipelines.0.radiancescales.0.globalscale = 1
[LuxCore][10.094]   film.imagepipelines.0.radiancescales.0.rgbscale = 1 1 1
[LuxCore][10.094]   batch.haltspp = 0
[LuxCore][10.094]   batch.halttime = 0
[LuxCore][10.094] File Name Resolver Configuration:
Export took 0.1 s
[LuxCore][10.094] Film resolution: 960x540
[SDL][10.094] Film output definition: RGB_IMAGEPIPELINE [image.png]
[SDL][10.094] Image pipeline: film.imagepipelines.0
[SDL][10.094] Image pipeline step 0: NOP
[SDL][10.094] Image pipeline step 1: TONEMAP_AUTOLINEAR
[SDL][10.094] Image pipeline step 2: TONEMAP_LINEAR
[SDL][10.094] Image pipeline: film.imagepipelines.1
[SDL][10.094] Image pipeline step 0: INTEL_OIDN
[SDL][10.094] Image pipeline step 1: NOP
[SDL][10.094] Image pipeline step 2: TONEMAP_AUTOLINEAR
[SDL][10.110] Image pipeline step 3: TONEMAP_LINEAR
[SDL][10.110] Film output definition: RGB_IMAGEPIPELINE [RGB_IMAGEPIPELINE_0.png]
[SDL][10.110] Film output definition: ALBEDO [ALBEDO.exr]
[SDL][10.110] Film output definition: AVG_SHADING_NORMAL [AVG_SHADING_NORMAL.exr]
[SDL][10.110] Film output definition: RGB_IMAGEPIPELINE [RGB_IMAGEPIPELINE_1.png]
[LuxRays][10.110] OpenCL Platform 0: NVIDIA Corporation
[LuxRays][10.110] Device 0 name: NativeThread
[LuxRays][10.110] Device 0 type: NATIVE_THREAD
[LuxRays][10.110] Device 0 compute units: 1
[LuxRays][10.110] Device 0 preferred float vector width: 4
[LuxRays][10.110] Device 0 max allocable memory: 0MBytes
[LuxRays][10.110] Device 0 max allocable memory block size: 0MBytes
[LuxRays][10.110] Device 1 name: GeForce RTX 2070
[LuxRays][10.110] Device 1 type: OPENCL_GPU
[LuxRays][10.110] Device 1 compute units: 36
[LuxRays][10.110] Device 1 preferred float vector width: 1
[LuxRays][10.110] Device 1 max allocable memory: 8192MBytes
[LuxRays][10.110] Device 1 max allocable memory block size: 2048MBytes
[LuxRays][10.110] Creating 17 intersection device(s)
[LuxRays][10.110] Allocating intersection device 0: GeForce RTX 2070 (Type = OPENCL_GPU)
[LuxRays][10.110] Allocating intersection device 1: NativeThread (Type = NATIVE_THREAD)
[LuxRays][10.110] Allocating intersection device 2: NativeThread (Type = NATIVE_THREAD)
[LuxRays][10.110] Allocating intersection device 3: NativeThread (Type = NATIVE_THREAD)
[LuxRays][10.110] Allocating intersection device 4: NativeThread (Type = NATIVE_THREAD)
[LuxRays][10.110] Allocating intersection device 5: NativeThread (Type = NATIVE_THREAD)
[LuxRays][10.110] Allocating intersection device 6: NativeThread (Type = NATIVE_THREAD)
[LuxRays][10.110] Allocating intersection device 7: NativeThread (Type = NATIVE_THREAD)
[LuxRays][10.110] Allocating intersection device 8: NativeThread (Type = NATIVE_THREAD)
[LuxRays][10.110] Allocating intersection device 9: NativeThread (Type = NATIVE_THREAD)
[LuxRays][10.110] Allocating intersection device 10: NativeThread (Type = NATIVE_THREAD)
[LuxRays][10.110] Allocating intersection device 11: NativeThread (Type = NATIVE_THREAD)
[LuxRays][10.110] Allocating intersection device 12: NativeThread (Type = NATIVE_THREAD)
[LuxRays][10.110] Allocating intersection device 13: NativeThread (Type = NATIVE_THREAD)
[LuxRays][10.110] Allocating intersection device 14: NativeThread (Type = NATIVE_THREAD)
[LuxRays][10.110] Allocating intersection device 15: NativeThread (Type = NATIVE_THREAD)
[LuxRays][10.110] Allocating intersection device 16: NativeThread (Type = NATIVE_THREAD)
[LuxCore][10.110] OpenCL devices used:
[LuxCore][10.110] [GeForce RTX 2070 Intersect]
[LuxCore][10.110]   Device OpenCL version: OpenCL 1.2 CUDA
[LuxCore][10.110] Native devices used: 16
[LuxCore][10.110] Configuring 1 OpenCL render threads
[LuxCore][10.110] Configuring 16 native render threads
[LuxRays][10.110] Preprocessing DataSet
[LuxRays][10.110] Total vertex count: 125992
[LuxRays][10.110] Total triangle count: 84784
[LuxRays][10.110] Preprocessing DataSet done
[LuxRays][10.110] Adding DataSet accelerator: BVH
[LuxRays][10.110] Total vertex count: 125992
[LuxRays][10.110] Total triangle count: 84784
[LuxRays][10.125] BVH Dataset preprocessing time: 14ms
[LuxRays][10.125] BVH builder: EMBREE_BINNED_SAH
[LuxRays][10.141] BVH build hierarchy time: 15ms
[LuxRays][10.141] BVH total build time: 30ms
[LuxRays][10.141] Total BVH memory usage: 3960Kbytes
[LuxRays][10.141] Adding DataSet accelerator: EMBREE
[LuxRays][10.141] Total vertex count: 125992
[LuxRays][10.141] Total triangle count: 84784
[LuxRays][10.157] EmbreeAccel build time: 16ms
[LuxRays][10.313] [Device GeForce RTX 2070 Intersect] BVH mesh vertices buffer size: 1476Kbytes
[LuxRays][10.313] [Device GeForce RTX 2070 Intersect] BVH nodes buffer size: 3960Kbytes
[LuxCore][10.391] Building visibility map of light source: __WORLD_BACKGROUND_LIGHT__
[LuxCore][10.391] Using 16 threads for visibility map building
[LuxCore][10.516] Visibility map done in 0.13 secs with 1000000 samples (8.00M samples/sec)
[LuxCore][10.547] [PathOCLRenderEngine] OpenCL task count: 524288
[LuxCore][10.547] [PathOCLBaseRenderEngine] OpenCL max. page memory size: 2097152Kbytes
[LuxCore][10.547] Loading persistent PhotonGI cache: C:\Users\richa\AppData\Local\Temp\Untitled.pgi
[LuxCore][10.547] Compile Geometry
[LuxCore][10.563] Scene geometry compilation time: 16ms
[LuxCore][10.563] Compile 46 Textures
[LuxCore][10.563] Textures compilation time: 0ms
[LuxCore][10.563] Compile 10 Materials
[LuxCore][10.563] Material compilation time: 0ms
[LuxCore][10.563] Compile Lights
[LuxCore][10.563] Lights compilation time: 0ms
[LuxCore][10.563] Compile ImageMaps
[LuxCore][10.563] Image maps page(s) count: 0
[LuxCore][10.563] Image maps compilation time: 0ms
[LuxCore][10.563] Compile PhotonGI indirect cache
[LuxCore][10.563] Always enabled OpenCL code:
[LuxCore][10.563] Compile Geometry
[LuxCore][10.563] Scene geometry compilation time: 0ms
[LuxCore][10.563] Compile 46 Textures
[LuxCore][10.563] Textures compilation time: 0ms
[LuxCore][10.563] Compile 10 Materials
[LuxCore][10.563] Material compilation time: 0ms
[LuxCore][10.563] Compile Lights
[LuxCore][10.563] Lights compilation time: 0ms
[LuxCore][10.563] Compile ImageMaps
[LuxCore][10.563] Image maps page(s) count: 0
[LuxCore][10.563] Image maps compilation time: 0ms
[LuxCore][10.563] Compile PhotonGI indirect cache
[LuxCore][10.563] Starting 1 OpenCL render threads
[LuxRays][10.594] [Device GeForce RTX 2070 Intersect] RADIANCE_PER_PIXEL_NORMALIZEDs[0] buffer size: 8100Kbytes
[LuxRays][10.594] [Device GeForce RTX 2070 Intersect] ALBEDO buffer size: 8100Kbytes
[LuxRays][10.594] [Device GeForce RTX 2070 Intersect] AVG_SHADING_NORMAL buffer size: 8100Kbytes
[LuxRays][10.594] [Device GeForce RTX 2070 Intersect] NOISE buffer size: 2025Kbytes
[LuxRays][10.610] [Device GeForce RTX 2070 Intersect] RADIANCE_PER_PIXEL_NORMALIZEDs[0] buffer size: 8100Kbytes
[LuxRays][10.610] [Device GeForce RTX 2070 Intersect] Camera buffer size: 5448bytes
[LuxRays][10.610] [Device GeForce RTX 2070 Intersect] Normals buffer size: 1476Kbytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] UVs buffer size: 984Kbytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] Vertices buffer size: 1476Kbytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] Triangles buffer size: 993Kbytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] Mesh description buffer size: 1248bytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] Textures buffer size: 12Kbytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] Materials buffer size: 1440bytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] Scene objects buffer size: 96bytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] Lights buffer size: 656bytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] Env. light indices buffer size: 4bytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] Light offsets (Part I) buffer size: 32bytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] Env. light distributions buffer size: 1028Kbytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] LightsDistribution buffer size: 24bytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] InfiniteLightSourcesDistribution buffer size: 24bytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] PhotonGI indirect cache all entries buffer size: 4680bytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] PhotonGI indirect cache BVH nodes buffer size: 5504bytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] Ray buffer size: 24576Kbytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] RayHit buffer size: 10240Kbytes
[LuxCore][10.625] [PathOCLBaseRenderThread::0] Size of a GPUTask: 368bytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] GPUTask buffer size: 188416Kbytes
[LuxCore][10.625] [PathOCLBaseRenderThread::0] Size of a GPUTask DirectLight: 100bytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] GPUTaskDirectLight buffer size: 51200Kbytes
[LuxCore][10.625] [PathOCLBaseRenderThread::0] Size of a GPUTask State: 256bytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] GPUTaskState buffer size: 131072Kbytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] GPUTask Stats buffer size: 2048Kbytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] SamplerSharedData buffer size: 2025Kbytes
[LuxCore][10.625] [PathOCLBaseRenderThread::0] Size of a Sample: 108bytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] Sample buffer size: 55296Kbytes
[LuxCore][10.625] [PathOCLBaseRenderThread::0] Sample dimensions: 69
[LuxCore][10.625] [PathOCLBaseRenderThread::0] Size of a SampleData: 8bytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] SampleData buffer size: 4096Kbytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] PathVolumeInfo buffer size: 22528Kbytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] DirectLightVolumeInfo buffer size: 22528Kbytes
[LuxRays][10.625] [Device GeForce RTX 2070 Intersect] Pixel Filter Distribution buffer size: 33Kbytes
[LuxCore][10.625] [PathOCLBaseRenderThread::0] Defined symbols:  -D LUXRAYS_OPENCL_KERNEL -D SLG_OPENCL_KERNEL -D RENDER_ENGINE_PATHOCL -D PARAM_RAY_EPSILON_MIN=1.000000e-05f -D PARAM_RAY_EPSILON_MAX=1.000000e-01f -D PARAM_LIGHT_WORLD_RADIUS_SCALE=1.050000e+00f -D PARAM_ACCEL_BVH -D PARAM_FILM_RADIANCE_GROUP_0 -D PARAM_FILM_RADIANCE_GROUP_COUNT=1 -D PARAM_FILM_CHANNELS_HAS_ALBEDO -D PARAM_FILM_CHANNELS_HAS_AVG_SHADING_NORMAL -D PARAM_FILM_CHANNELS_HAS_NOISE -D PARAM_ENABLE_TEX_CONST_FLOAT -D PARAM_ENABLE_TEX_CONST_FLOAT3 -D PARAM_ENABLE_TEX_IMAGEMAP -D PARAM_ENABLE_CHECKERBOARD2D -D PARAM_ENABLE_TEX_NORMALMAP -D PARAM_ENABLE_TEX_FRESNELCOLOR -D PARAM_ENABLE_TEX_FRESNELCONST -D PARAM_ENABLE_MAT_MATTE -D PARAM_ENABLE_MAT_ROUGHMATTE -D PARAM_ENABLE_MAT_VELVET -D PARAM_ENABLE_MAT_GLASS -D PARAM_ENABLE_MAT_MIX -D PARAM_ENABLE_MAT_GLOSSY2 -D PARAM_ENABLE_MAT_METAL2 -D PARAM_ENABLE_MAT_METAL2_ANISOTROPIC -D PARAM_HAS_PASSTHROUGH -D PARAM_CAMERA_TYPE=0 -D PARAM_HAS_SKYLIGHT2 -D PARAM_HAS_POINTLIGHT -D PARAM_HAS_ENVLIGHTS -D PARAM_HAS_VOLUMES -D SCENE_DEFAULT_VOLUME_INDEX=4294967295 -D PARAM_MAX_PATH_DEPTH=7 -D PARAM_MAX_PATH_DEPTH_DIFFUSE=5 -D PARAM_MAX_PATH_DEPTH_GLOSSY=5 -D PARAM_MAX_PATH_DEPTH_SPECULAR=6 -D PARAM_RR_DEPTH=3 -D PARAM_RR_CAP=5.000000e-01f -D PARAM_SQRT_VARIANCE_CLAMP_MAX_VALUE=0.000000e+00f -D PARAM_IMAGE_FILTER_TYPE=5 -D PARAM_IMAGE_FILTER_WIDTH_X=1.500000e+00f -D PARAM_IMAGE_FILTER_WIDTH_Y=1.500000e+00f -D PARAM_IMAGE_FILTER_PIXEL_WIDTH_X=1 -D PARAM_IMAGE_FILTER_PIXEL_WIDTH_Y=1 -D PARAM_SAMPLER_TYPE=2 -D PARAM_SAMPLER_SOBOL_STARTOFFSET=32 -D PARAM_PGIC_ENABLED -D PARAM_PGIC_DEBUG_NONE -D PARAM_PGIC_INDIRECT_ENABLED -D LUXCORE_NVIDIA_OPENCL
[LuxCore][10.625] [PathOCLBaseRenderThread::0] Compiling kernels
[LuxCore][10.750] [PathOCLBaseRenderThread::0] PathOCL kernel compilation error
ERROR clBuildProgram[CL_BUILD_PROGRAM_FAILURE]:
<kernel>:14333:88: error: too few arguments to function call, expected 11, have 10
                                        Texture_GetSpectrumValue(material->roughmatte.kdTexIndex, hitPoint TEXTURES_PARAM));
                                                                                                                          ^
<kernel>:12670:1: note: 'RoughMatteMaterial_Sample' declared here
float3 RoughMatteMaterial_Sample(
^


Traceback (most recent call last):
  File "C:\Users\richa\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\BlendLuxCore\engine\__init__.py", line 85, in render_final
    final.render(self, scene)
  File "C:\Users\richa\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\BlendLuxCore\engine\final.py", line 40, in render
    _render_layer(engine, scene, render_slot_stats)
  File "C:\Users\richa\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\BlendLuxCore\engine\final.py", line 63, in _render_layer
    engine.session.Start()
RuntimeError: PathOCLBase kernel compilation error
ERROR: PathOCLBase kernel compilation error
Error: PathOCLBase kernel compilation error

Racleborg
Posts: 472
Joined: Sat Apr 07, 2018 10:31 am
Location: UK

Re: PhotonGI cache

Post by Racleborg » Wed Jul 31, 2019 10:02 pm

…...sorry, but only just realized that if I change all the Glossy and Matt Nodes to Disney Nodes in all the materials, then then this fixes the issue - as mentioned in earlier posts.

Cheers

User avatar
Dade
Developer
Developer
Posts: 3278
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: PhotonGI cache

Post by Dade » Wed Jul 31, 2019 10:48 pm

Racleborg wrote:
Wed Jul 31, 2019 9:55 pm
[LuxCore][10.625] [PathOCLBaseRenderThread::0] Compiling kernels
[LuxCore][10.750] [PathOCLBaseRenderThread::0] PathOCL kernel compilation error
ERROR clBuildProgram[CL_BUILD_PROGRAM_FAILURE]:
<kernel>:14333:88: error: too few arguments to function call, expected 11, have 10
Texture_GetSpectrumValue(material->roughmatte.kdTexIndex, hitPoint TEXTURES_PARAM));
^
<kernel>:12670:1: note: 'RoughMatteMaterial_Sample' declared here
float3 RoughMatteMaterial_Sample(
^
Are you using a daily build or v2.2beta2 ? It looks like a problem I have already fixed (after the v2.2beta2 release) and I can not replicate the problem here.
Support LuxCoreRender project with salts and bounties

Racleborg
Posts: 472
Joined: Sat Apr 07, 2018 10:31 am
Location: UK

Re: PhotonGI cache

Post by Racleborg » Wed Jul 31, 2019 10:55 pm

re you using a daily build or v2.2beta2 ?
I've been trying both, but currently using v2.2beta2. I'll use the daily builds tomorrow. Thank you

happyboy
Posts: 63
Joined: Sat Jun 22, 2019 5:39 am

Re: PhotonGI cache

Post by happyboy » Mon Aug 12, 2019 3:06 am

Dade wrote:
Fri Jul 26, 2019 11:16 am
May be not, can you provide a way to reproduce the problem ? Something like a small python script with a test scene ?
I tried to simplify my scene that day, but it seems that easy scenes don't crash... and then I was getting very busy...

Today I debugged luxcore with my scene and found the cause:

Code: Select all

static void Film2SceneRadiusThread(Film2SceneRadiusThreadParams &params) {
...
    // Request the samples
    const u_int sampleBootSize = 5;
    const u_int sampleStepSize = 1;
    const u_int sampleSize =
        sampleBootSize + // To generate eye ray
        params.maxPathDepth * sampleStepSize; // For each path vertex

    sampler.RequestSamples(PIXEL_NORMALIZED_ONLY, sampleSize);
In mycase params.maxPathDepth = 8, so sampleSize = 13.

Then it SOMETIMES crashes here:

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            // Russian Roulette
            if (!(lastBSDFEvent & SPECULAR) && (depthInfo.GetRRDepth() >= rrDepth)) {
                const float rrProb = RenderEngine::RussianRouletteProb(bsdfSample, rrImportanceCap);
                if (rrProb < sampler.GetSample(sampleOffset + 3))  ///// <--- Crashed here
                    break;
                // Increase path contribution
                pathThroughput /= rrProb;
            }
In my case depthInfo.depth = 6, sampleOffset=10, calling GetSample(13) will get access violation in SobolSequence::SobolDimension().

I don't know why are you calling with SampleOffset+3 instead of SampleOffset, but changing the RequestSamples call to

Code: Select all

    sampler.RequestSamples(PIXEL_NORMALIZED_ONLY, sampleSize + 3);
Seems to fix the problem for me. After that it NEVER crashed again.

BTW: I'm using the commit in Aug 10.

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alpistinho
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Re: PhotonGI cache

Post by alpistinho » Mon Aug 12, 2019 3:46 am

happyboy wrote:
Mon Aug 12, 2019 3:06 am

I don't know why are you calling with SampleOffset+3 instead of SampleOffset, but changing the RequestSamples call to

Code: Select all

    sampler.RequestSamples(PIXEL_NORMALIZED_ONLY, sampleSize + 3);
Seems to fix the problem for me. After that it NEVER crashed again.

BTW: I'm using the commit in Aug 10.

If you use just SampleOffset, you would be using the same "random" number this call is using a few lines above:

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const bool hit = params.scene->Intersect(NULL, false, sampleResult.firstPathVertex,
					&volInfo, sampler.GetSample(sampleOffset),
					&eyeRay, &eyeRayHit, &bsdf, &connectionThroughput,
					&pathThroughput, &sampleResult);
That means that these two numbers that should be uncorrelated are now the same, you would most likely get artifacts in your rendering.

Since changing the RequestSamples call fixes that for you, maybe there is some logic error and the engine is requesting less random numbers to the Sampler than it should here:

Code: Select all

	
		const u_int sampleSize = 
		sampleBootSize + // To generate eye ray
		params.maxPathDepth * sampleStepSize; // For each path vertex
		
Or maybe I just got everything wrong and should just let Dade chime in.
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Dade
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Re: PhotonGI cache

Post by Dade » Mon Aug 12, 2019 1:09 pm

The sample size is very wrong, I guess I forgot to update the value, it should 4 (unable to check the code at the moment). It is the number of samples required for each path vertex and +3 suggests it uses 4 values at the moment.
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happyboy
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Re: PhotonGI cache

Post by happyboy » Tue Aug 13, 2019 1:28 am

Dade wrote:
Mon Aug 12, 2019 1:09 pm
The sample size is very wrong, I guess I forgot to update the value, it should 4 (unable to check the code at the moment). It is the number of samples required for each path vertex and +3 suggests it uses 4 values at the moment.
Thank you, alpistinho & Dade!
I'll use my own fix for now and wait for Dade back from holiday 8-)

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