PhotonGI cache

Discussion related to the LuxCore functionality, implementations and API.
epilectrolytics
Donor
Donor
Posts: 790
Joined: Thu Oct 04, 2018 6:06 am

Re: PhotonGI cache

Post by epilectrolytics »

Dade wrote: Tue Jan 29, 2019 10:39 am
Dade wrote: Mon Jan 28, 2019 4:47 pm I totally forgot of direct hits on infinite lights, I only fixed area lights, I will apply the same fix to infinite.
Ok, fixed.
Thanks Dade.

When I run the Cornell scene with the default values, there are visible splotchy artefacts around the corners of the small boxes on the ground.
They can be reduced with high photon count and not too small lookup radius but they don't disappear entirely.
I've heard about this problem from other renderers too so I fear there's no easy solution to this?
Last edited by epilectrolytics on Tue Jan 29, 2019 4:27 pm, edited 1 time in total.
User avatar
lacilaci
Donor
Donor
Posts: 1969
Joined: Fri May 04, 2018 5:16 am

Re: PhotonGI cache

Post by lacilaci »

epilectrolytics wrote: Tue Jan 29, 2019 1:22 pm
Dade wrote: Tue Jan 29, 2019 10:39 am
Dade wrote: Mon Jan 28, 2019 4:47 pm I totally forgot of direct hits on infinite lights, I only fixed area lights, I will apply the same fix to infinite.
Ok, fixed.
Thanks Dade.

When I run the Cornell scene with the default values, there are visible splotchy artefacts around the corners of the small boxes on the ground.
They can be reduced with high photon count and not to small lookup radius but they don't disappear entirely.
I've heard about this problem from other renderers too so I fear there's no easy solution to this?
Is this caustic cache artifact or indirect lighting?
epilectrolytics
Donor
Donor
Posts: 790
Joined: Thu Oct 04, 2018 6:06 am

Re: PhotonGI cache

Post by epilectrolytics »

lacilaci wrote: Tue Jan 29, 2019 2:56 pm Is this caustic cache artifact or indirect lighting?
From indirect photon cache.
.
splotches.jpg
User avatar
lacilaci
Donor
Donor
Posts: 1969
Joined: Fri May 04, 2018 5:16 am

Re: PhotonGI cache

Post by lacilaci »

epilectrolytics wrote: Tue Jan 29, 2019 4:23 pm
lacilaci wrote: Tue Jan 29, 2019 2:56 pm Is this caustic cache artifact or indirect lighting?
From indirect photon cache.
.
splotches.jpg
oh boy, that looks nasty...
zuljin3d
Posts: 76
Joined: Sun Apr 08, 2018 12:13 pm
Location: Moscow

Re: PhotonGI cache

Post by zuljin3d »

Oh my god guys, nice work!!!! :shock: :shock: Luxrender kill Corona render :o
When the test build comes out?
epilectrolytics
Donor
Donor
Posts: 790
Joined: Thu Oct 04, 2018 6:06 am

Re: PhotonGI cache

Post by epilectrolytics »

LuxCoreUI crashes when I try to use rough glass in my caustics file.
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: PhotonGI cache

Post by B.Y.O.B. »

epilectrolytics wrote: Wed Jan 30, 2019 1:01 pm LuxCoreUI crashes when I try to use rough glass in my caustics file.
Can you upload the scene?
epilectrolytics
Donor
Donor
Posts: 790
Joined: Thu Oct 04, 2018 6:06 am

Re: PhotonGI cache

Post by epilectrolytics »

Oops, here it is.
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: PhotonGI cache

Post by Dade »

Dade wrote: Mon Jan 28, 2019 2:11 pm Next step, try to use Kd-tree over BVH, it may be faster.
Nope, tried but no benefits.
Support LuxCoreRender project with salts and bounties
User avatar
lacilaci
Donor
Donor
Posts: 1969
Joined: Fri May 04, 2018 5:16 am

Re: PhotonGI cache

Post by lacilaci »

Dade wrote: Wed Jan 30, 2019 5:04 pm
Dade wrote: Mon Jan 28, 2019 2:11 pm Next step, try to use Kd-tree over BVH, it may be faster.
Nope, tried but no benefits.
So, can be something done about those corner splotches from epilectrolytics's post?
Post Reply