Post
by Kzin » 16 Apr 2014, 01:38
mila should be usable in si, also when its not integrated directly.
most interesting feature should be the new gi which can run on gpu and the light IS which speed up the rendering with many lights alot. not to mention the now working builtin_ibl. it should be used with the mr env shader "mip_lookup_spherical", otherwise the sampling is noisy like hell, would need a rewrite of the normal si env shader i think (which, i guess, will not happen ;) ).
example string for the builtin_ibl:
"environment lighting mode" "light"
"environment lighting cache" on
"environment lighting quality" 0.3
"environment lighting resolution" 512
"environment lighting scale" 1.0
"environment lighting shader samples" 8
"environment lighting shadow" "transparent"
for the new gi you can use these strings:
"gi gpu" on
"gi gpu passes" 4
"gi gpu presample depth" 4
"gi gpu depth" 4
"gi gpu presample density" 0.2
"gi gpu filter" 1.0
"gi gpu rays" 250
and the strings for light IS:
"light importance sampling" "all"
"light importance sampling quality" 1.0
"light importance sampling variance" "tolerance"
"light importance sampling precomp" on
quality can be reduced with many lights alot. i had a simpler testscene with several 100 lights and i could use a value of 0.2 that reduces the generated shadow rays alot (classroom testscene with 6 neon arealights rendered 30 percent faster only because of light IS for example). the precomp makes only sense when using textured arealights (which we dont have in si as far as i know, because i cant assign a texture to a normal light, there is no projection, perhaps someone knows a solution?).
and for the new gi, keep in mind its not feature complete (and yes, we will not see the full featured version in si ever), spec for example is done thru fg spec rays atm (will change in the future), and several other features are missing.