Open wahn opened 5 years ago
H.P. has an example scene using the disney material in his repo:
# repo > grep git ../../.git/config url = https://github.com/hpd/PBRTForMaya.git # test scene > rg disney pbrt_feature_demo_material_disney.pbrt 53: MakeNamedMaterial "pbrt_disney" 68: "string type" ["disney"] 97: NamedMaterial "pbrt_disney" 154: NamedMaterial "pbrt_disney" 192: NamedMaterial "pbrt_disney"
Rendering it with the latest source code results in:
Where are those visible triangles coming from?
> ~/builds/pbrt/release/pbrt pbrt_feature_demo_material_disney.pbrt pbrt version 3 (built Dec 4 2018 at 10:10:06) [Detected 8 cores] Copyright (c)1998-2018 Matt Pharr, Greg Humphreys, and Wenzel Jakob. The source code to pbrt (but *not* the book contents) is covered by the BSD License. See the file LICENSE.txt for the conditions of the license. Rendering: [+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++] (1192.6s) Statistics: BVH Interior nodes 65476 Leaf nodes 65484 Primitives per leaf node 73955 / 65484 (1.13x) Integrator Camera rays traced 537001984 Path length 1.348 avg [range 0 - 5] Zero-radiance paths 222349321 / 745009777 (29.85%) Intersections Regular ray intersection tests 1829619897 Shadow ray intersection tests 563258022 Ray-triangle intersection tests 1225023016 / 12353480165 (9.92%) Memory BVH tree 5.13 MiB Film pixels 15.82 MiB Primitives 5.08 MiB Texture MIP maps 32.00 MiB TransformCache 260.00 kB Triangle meshes 11.16 MiB Scene Lights 1 Materials created 12 Object instances created 7 Object instances used 7 Shapes created 73948 Probes per TransformCache lookup 1.000 avg [range 1 - 1] TransformCache hits 22 / 30 (73.33%) Triangles per triangle mesh 73948 / 7 (10564.00x) Texture Trilinear lookups 1261027555 Profile Integrator::Render() 99.98% ( 0:19:53.41) Camera::GenerateRay[Differential]() 1.86% ( 0:00:22.20) Film::AddSample() 1.49% ( 0:00:17.83) Film::MergeTile() 0.00% ( 0:00:00.00) Sampler::GetSample[12]D() 2.56% ( 0:00:30.58) Sampler::StartPixelSample() 0.00% ( 0:00:00.01) SamplerIntegrator::Li() 92.55% ( 0:18:24.63) Accelerator::Intersect() 34.71% ( 0:06:54.36) Triangle::Intersect() 9.32% ( 0:01:51.18) BSDF::Sample_f() 4.15% ( 0:00:49.48) Direct lighting 46.55% ( 0:09:15.65) Accelerator::Intersect() 13.39% ( 0:02:39.82) Triangle::Intersect() 2.88% ( 0:00:34.34) Accelerator::IntersectP() 9.69% ( 0:01:55.64) Triangle::IntersectP() 2.03% ( 0:00:24.27) BSDF::PDF() 0.81% ( 0:00:09.63) BSDF::Sample_f() 4.36% ( 0:00:52.04) BSDF::f() 1.25% ( 0:00:14.88) Light::Pdf() 2.37% ( 0:00:28.28) Light::Sample_*() 4.72% ( 0:00:56.33) MIPMap::Lookup() (trilinear) 1.96% ( 0:00:23.43) MIPMap::Lookup() (trilinear) 1.26% ( 0:00:15.08) Sampler::GetSample[12]D() 3.08% ( 0:00:36.75) MIPMap::Lookup() (trilinear) 0.13% ( 0:00:01.57) Material::ComputeScatteringFunctions() 2.25% ( 0:00:26.86) Sampler::GetSample[12]D() 1.25% ( 0:00:14.90) Scene parsing and creation 0.02% ( 0:00:00.20) Acceleration structure creation 0.00% ( 0:00:00.01) MIP map generation 0.00% ( 0:00:00.00) MIPMap::Lookup() (trilinear) 0.01% ( 0:00:00.12) Profile (flattened) Accelerator::Intersect() 35.91% ( 0:07:08.65) Triangle::Intersect() 12.19% ( 0:02:25.53) BSDF::Sample_f() 8.51% ( 0:01:41.53) Accelerator::IntersectP() 7.65% ( 0:01:31.37) Sampler::GetSample[12]D() 6.89% ( 0:01:22.24) Direct lighting 5.63% ( 0:01:07.15) SamplerIntegrator::Li() 3.50% ( 0:00:41.77) MIPMap::Lookup() (trilinear) 3.37% ( 0:00:40.21) Light::Sample_*() 2.76% ( 0:00:32.89) Light::Pdf() 2.37% ( 0:00:28.28) Material::ComputeScatteringFunctions() 2.25% ( 0:00:26.86) Triangle::IntersectP() 2.03% ( 0:00:24.27) Camera::GenerateRay[Differential]() 1.86% ( 0:00:22.20) Integrator::Render() 1.52% ( 0:00:18.12) Film::AddSample() 1.49% ( 0:00:17.83) BSDF::f() 1.25% ( 0:00:14.88) BSDF::PDF() 0.81% ( 0:00:09.63) Scene parsing and creation 0.00% ( 0:00:00.05) Sampler::StartPixelSample() 0.00% ( 0:00:00.01) Acceleration structure creation 0.00% ( 0:00:00.01) MIP map generation 0.00% ( 0:00:00.00) Film::MergeTile() 0.00% ( 0:00:00.00)
H.P. has an example scene using the disney material in his repo:
Rendering it with the latest source code results in:
Where are those visible triangles coming from?