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Kerkythea Rendering System • View topic - locking photon map so it doesnt need to be computed again
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locking photon map so it doesnt need to be computed again

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<<

Fletch

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Post Fri Feb 08, 2008 3:25 pm

locking photon map so it doesnt need to be computed again

Felt this one was worth a 'Sticky'. ;)

ne0 asked this question...
"...locking the photon map so it doesnt need to be computed again?"

Giannis wrote:

This is already possible from the advanced settings.

You can search for Density Estimation & Diffuse Interreflection objects under Irradiance Estimators.

Right click to them and there you will see some options, the most useful being:
1. Lock Cache: no need to re-compute photon map & irradiance cache (actually the irradiance cache may be expanded but doesn't start from scratch).
2. Load/Save Cache: saves the photon map / irradiance cache to the disk. Useful for re-rendering PM+FG images by using the same data. Note though that the scene should not change otherwise the results may be unpredictable.


I thought this should be somewhere, so I've put it here for now.

*EDIT* MARCH 2011
If you want to lock or save the light cache for batch rendering (you want to render several different views (cameras) in the same model, but save time not re-calculating the light cache) then just use and it should save the light cache automatically for you.

Saving or locking the light cache is not necessary (or possible) with unbiased render methods. However, you can , so that it can be used to render animations.
Attachments
Tutorial-pg3-LockLightCache.jpg
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Tutorial-pg2-LockLightCache.jpg
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Tutorial-LockLightCache.jpg
PAGE 1 OF TUTORIAL
Last edited by Fletch on Mon Mar 07, 2011 3:04 pm, edited 7 times in total.


<<

Extremefatalist

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Post Fri Feb 08, 2008 3:58 pm

Curious...

<<

giannis

Site Admin

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Post Fri Feb 08, 2008 4:08 pm

it surely works. That's even what's done internally for producing faster animation renderings. 8)
<<

rombout

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Location: Curacao, Netherland Antilles

Post Wed Sep 09, 2009 2:12 am

i ran a test with this option, but i get 2 different renders. tried it with a animation. the first 2 frames are looking different from each other.

*edit
just saw that i need enter a preset, make render and than lock the cache
will try that tonight
Imac 24" 2.8 Ghz Intel Core Duo 4GB
_________________
<<

SerCroJoe

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Posts: 180

Joined: Sun Sep 06, 2009 2:14 am

Location: San Francisco, Calif.

Post Wed Feb 02, 2011 10:56 pm

Re: locking photon map so it doesnt need to be computed agai

Giannis wrote:

This is already possible from the advanced settings.

You can search for Density Estimation & Diffuse Interreflection objects under Irradiance Estimators.

Right click to them and there you will see some options, the most useful being:
1. Lock Cache: no need to re-compute photon map & irradiance cache (actually the irradiance cache may be expanded but doesn't start from scratch).
2. Load/Save Cache: saves the photon map / irradiance cache to the disk. Useful for re-rendering PM+FG images by using the same data. Note though that the scene should not change otherwise the results may be unpredictable.


Should it be saving the .cau and .irr files in the same location as the animation frames? That's what it's doing and, in my case, the problem persists.
<<

Fletch

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Location: Milwaukee, WI USA

Post Wed Feb 09, 2011 11:09 pm



<<

SerCroJoe

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Post Thu Feb 10, 2011 8:38 pm

<<

Fletch

KT-Team
KT-Team

Posts: 8564

Joined: Fri Oct 27, 2006 2:38 am

Location: Milwaukee, WI USA

Post Mon Mar 07, 2011 11:24 am

Added small tutorial to original post today. :geek:

If you want to lock or save the light cache for batch rendering (you want to render several different views (cameras) in the same model, but save time not re-calculating the light cache) then just use and it should save the light cache automatically for you.

Saving or locking the light cache is not necessary (or possible) with unbiased render methods.

You don't really need to let the render finish, just the light caching phase. After it starts the ray tracing phase, you can stop it, lock the cache, then see the speed benefits of re-rendering. [/color]

Image



Image


Image


<<

yudieko

Posts: 21

Joined: Wed Aug 19, 2009 10:26 pm

Location: Indonesia

Post Tue Mar 08, 2011 3:58 am

cool trick

by the way Fletch

have you examine..this trick save time while render in Raytrace and Antialiasing sphase too or just cut the time in shooting photon phase etc?

In my several render..I examine the time render when in Raytrace and Antialiasing phase..the time is too longer then shooting photon phase..if the trick could save time in all phase it will be more cool trick

thanks a lot for your tutorial
<<

Fletch

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Posts: 8564

Joined: Fri Oct 27, 2006 2:38 am

Location: Milwaukee, WI USA

Post Tue Mar 08, 2011 12:31 pm

There is no ray tracing map, nor is there an antialiasing map, so there is no trick for speeding those up.


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Towik

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Posts: 179

Joined: Thu Aug 12, 2010 9:12 pm

Location: Poland

Post Thu May 05, 2011 3:03 pm

thankz a bunch :P
no more repeating photons and meshes , yay , not too mention that it's only one core support for shooting photons . Sometimes it can go up to hours and hours , at least now it's like being given a Oscar then a kick in the face

:grin:

by the way , may i ask what is build shaders when you right click on one of the destiny estimation ? cannot check now to be sure… . Was this something dropped like from the GPU support that was dropped or something ?


:!: :?: :!:

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