Have you enabled "Allow caustics" in materials when using Photon Tracer kernel?promity wrote:The new Photon Tracer turned out to be about twice as slow as the old Path Tracer. I made a simple test scene with small emitter objects in a dark room. And the picture turned out to be absolutely identical, but with a difference of two times in speed. All settings by default (except specific settings Photon tracer).
OctaneRender® 2022.1 XB 0
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I had a look at your scene and none of the materials have "allow caustics" enabled.promity wrote:I made a simple test scene with small emitter objects in a dark room. And the picture turned out to be absolutely identical, but with a difference of two times in speed.
NOTE: you also need to disable "fake shadows" on specular materials.
Here is my Photon Tracing result with those changes (1000 samples or 6m 53s on a 3090) Here is my Path Tracing result (no fake shadows) rendered for the same amount of time (roughly 3000 samples or 6m 40s) Here is my Path Tracing result (with fake shadows) rendered for the same amount of time (roughly 2250 samples or 6m 58s)
@any moderator
Please should reply -> viewtopic.php?p=406871#p406871
Please should reply -> viewtopic.php?p=406871#p406871
NOTE: I'm sorry for bad english due to mute 
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The new fast caustics is amazing in speed and quality. It is very easy to use. It is a huge addition for us Archviz artists.
Thank you Otoy team!
Thank you Otoy team!
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The photon tracing is still experimental and we may change some details. We may increase this maximum depth in later 2022.1 builds.nuno1980 wrote:@any moderator
Please should reply -> viewtopic.php?p=406871#p406871
The problem with black areas in complex glass objects is solved by setting a high max depth for the main path tracing rays (specifically the Specular depth). You can still do this with the photon tracing kernel.
A low photon path max depth may cause some very high order caustics to go missing. I expect usually the most visible caustics will have a lower order. Please let us know if you encounter situations where you need higher order caustics.
Thank you.roeland wrote:The photon tracing is still experimental and we may change some details. We may increase this maximum depth in later 2022.1 builds.
The problem with black areas in complex glass objects is solved by setting a high max depth for the main path tracing rays (specifically the Specular depth). You can still do this with the photon tracing kernel.
A low photon path max depth may cause some very high order caustics to go missing. I expect usually the most visible caustics will have a lower order. Please let us know if you encounter situations where you need higher order caustics.


NOTE: I'm sorry for bad english due to mute 
i7-12700KF
2x16GB RAM@DDR4-3600
MSI PRO Z690-A DDR4
Zotac GF RTX 4090 <3
SSDs OCZ RD400 0.5TB and Crucial 2TB SATA3
HDD 1TB SATA2
LG BD-RE BH16NS40
PSU 1kW
NEW ViewSonic XG2431 24"

i7-12700KF
2x16GB RAM@DDR4-3600
MSI PRO Z690-A DDR4
Zotac GF RTX 4090 <3

SSDs OCZ RD400 0.5TB and Crucial 2TB SATA3
HDD 1TB SATA2
LG BD-RE BH16NS40
PSU 1kW
NEW ViewSonic XG2431 24"

Hi, Thanks so much to John_Otoy for these tests and remarks on this user scene about Photon tracing.
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Net render : MB Asus Pro WS W790E-SAGE SE - XEON - 128GB - 2 x RTX 3090 - 3 x RTX 2080TI
Net render : MB Asus Pro WS W790E-SAGE SE - XEON - 128GB - 2 x RTX 3090 - 3 x RTX 2080TI
- aha, that's the main secret! Yes, the render become is much cleaner, but not faster - on the contrary, three minutes longer. Well, let's hope the full version brings us improvements in terms of the GI as well.NOTE: you also need to disable "fake shadows" on specular materials.
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