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  • Path guiding (experimental)

    Hi,

    Thank you for the new update, may I know if this Path guiding (experimental)​ is compatible with the AMD pc?
    Best regards,
    Jackie Teh
    --

    3ds max design 2023, V-Ray 7 [7.00.03 build 32836]
    AMD Threadripper 1950X @3.40 GHz | 64GB RAM | Nvidia RTX 3070 ti
    Website: https://www.sporadicstudio.com
    Email: info@sporadicstudio.com
    YouTube: https://www.youtube.com/c/SporadicStudio

  • #2
    I have tested it on an AMD myself, and it showed improvements.
    Notice it may also turn out slower.
    It's very scene dependent, and the library itself is at version 0.4.0.
    So, expect surprises.

    As a further note, we currently have some tech which is faster than PGL for specific effects (f.e. the progressive caustics).
    This may change as PGL and our techs mature, but don't expect night-and-day differences, just yet.

    All this said, feel free to try it out under any imaginable condition, we're all ears as to the results.
    Lele
    Trouble Stirrer in RnD @ Chaos
    ----------------------
    emanuele.lecchi@chaos.com

    Disclaimer:
    The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

    Comment


    • #3
      we will update the documentation soon but here's the preliminary info that you might want to keep in mind about it:

      - supported by: vraymtl, env fog with enabled GI, volume grid with enabled GI
      - helps in scenes where GI/glossy reflections are hard to sample (e.g. a lot of occlusion, interior scenes, etc.)
      - usually requires at least 1000 LC subdivs, some scenes might get better results with around 3000
      - only CPU (GPU support is planned by Intel, with no current ETA.)
      - uses Intel's OpenPGL library.
      - still work in progress/experimental feature, support for more materials and some optimizations are coming
      - it will produce different results compared to normal rendering if secondary ray clamp (enabled by default) or subpixel color mapping (disabled by default) are enabled. It might produce different results in the raw render elements (depending on the material and lighting) but they should still produce the correct result when multiplied by the respective filter RE.
      - it might produce different results compared to normal rendering for diffuse surfaces with low poly counts (depending on the geometry, materials and lighting)​
      Lele
      Trouble Stirrer in RnD @ Chaos
      ----------------------
      emanuele.lecchi@chaos.com

      Disclaimer:
      The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

      Comment


      • #4
        Is it necessary to disable the VRayVolumeGrid's "Volume Light Cache" in order to apply Path guiding with the VRayVolumeGrid?


        OakCorp Japan - Yuji Yamauchi
        oakcorp.net
        v-ray.jp

        Comment


        • #5
          You don't have to disable Volume Light Cache. Path Guiding will be used in its calculation in this case.

          Comment


          • #6
            Thank you for the information.

            However, it is very difficult to feel the effects of this feature.​

            OakCorp Japan - Yuji Yamauchi
            oakcorp.net
            v-ray.jp

            Comment


            • #7
              Originally posted by flat View Post
              Thank you for the information.

              However, it is very difficult to feel the effects of this feature.​
              As mentioned, it's very scene-dependent.
              I managed to have it shave a whole 20% in a specific scene (which had nothing special to the setup. run-of-the-mill interior lit with outside sun and sky), and for that scene, the camera location didn't matter, the performance increase was present everywhere, and it would be visible while the render was going, thanks to a much less busy (and red) sampleRate RE.
              Other times, the PGL would offer absolutely no gain, and in some case it even made the render (marginally) slower.

              As the library itself matures, we may see a more reliable improvement across the board, save for where we may be already quicker with our own tech.
              Lele
              Trouble Stirrer in RnD @ Chaos
              ----------------------
              emanuele.lecchi@chaos.com

              Disclaimer:
              The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

              Comment


              • #8
                Originally posted by flat View Post
                Thank you for the information.

                However, it is very difficult to feel the effects of this feature.​
                Agree with you, this is why I ask is this feature support AMD, because I am using AMD machine
                Best regards,
                Jackie Teh
                --

                3ds max design 2023, V-Ray 7 [7.00.03 build 32836]
                AMD Threadripper 1950X @3.40 GHz | 64GB RAM | Nvidia RTX 3070 ti
                Website: https://www.sporadicstudio.com
                Email: info@sporadicstudio.com
                YouTube: https://www.youtube.com/c/SporadicStudio

                Comment

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