coilbook wrote:Can anyone at otoy explain to me when to use AI lights and Ai light update? When I have a lot of lights. I dont see any difference using it or not. Denoiser works the same and noise levels are the same
Thanks
UPDATE:
I tried a scene with a lot of lights and yes there is a big difference when using AI light but there is a possible bug I posted in max forum when ai lights work in octane viewport and not during rendering
viewtopic.php?f=80&t=69152&start=70
As you have stated, AI lights option is used when your scene has complex lighting, what defines complex lighting, it's basically when you have a lot of lights in a large scene that individually affects a small local area in direct light. Sampling them can be difficult when the light emitter has a lot of polygons, since one of these polygons need to be picked. So when these two criteria are met, you definitely want to enable AI light. However, when there is a sufficient number of local lights, it doesn't matter how many polygons are within each light source, AI light still has an effect. As an example, refer to the release post for XB4:
viewtopic.php?f=33&t=68283. In the latter case however, if you give enough samples, then the old light sampling algorithm catches up, but this is really scene dependent and sample count dependent.
AI lights update come in to help adaptively update the light selection in direct light sampling, to help learn the scene you have and where the lights are. In the cases where you have a wall completely occluding the light, meaning that the light has no effect in your camera angle/position, AI light update will help understand we don't need to sample this light.