Search found 103 matches

by CodeHD
Wed Apr 03, 2019 6:57 pm
Forum: Development
Topic: Tiled OIDN Denoising
Replies: 39
Views: 1581

Re: Tiled OIDN Denoising

Mmmm... is it possible to give it a punch :mrgreen: can I? Depending on how hard you punch... :D No seriously though, I just came here to write an update. I am still quite busy at the moment, and will be on travel most of the time until (and including) easter (and just returned from one)... Dependi...
by CodeHD
Thu Mar 28, 2019 10:04 pm
Forum: General Discussion
Topic: LuxCore promo clip
Replies: 17
Views: 616

Re: LuxCore promo clip

Dade wrote:
Thu Mar 28, 2019 8:35 pm
How hard can be to put together 60secs of animations ? :mrgreen:
Does it even have to be all animations? I am thinking a bit along the lines of this video:

https://www.youtube.com/watch?v=E3lZ4Iuwld4

And there is a lor of nice archviz stuff being done here...
by CodeHD
Mon Mar 25, 2019 10:27 pm
Forum: User Support
Topic: Strange behavior of lamps and glass
Replies: 14
Views: 465

Re: Strange behavior of lamps and glass

Very interesting information. Indeed one can observe emission based on visible excitation. Blue LED should do the trick. As much I understood the article, in the short time reding, emission due to excitation around 535 nm should be rather faint in optical degree glasses. But a good crystal wine gla...
by CodeHD
Mon Mar 25, 2019 12:09 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 478
Views: 50375

Re: BlendLuxCore Development

Played around a bit more. You can control the falloff of the dot product with the new "power" option in the math node. Looks really nice! I also like the material look. :) If I understand the material nodes correctly, I would suggest to not use only a z-component in the dot-product. The sides and b...
by CodeHD
Mon Mar 25, 2019 11:49 am
Forum: User Support
Topic: Strange behavior of lamps and glass
Replies: 14
Views: 465

Re: Strange behavior of lamps and glass

no reflections, IOR only. Maybe just to clarify this statement for those not so deep into the subject: There is a reflection from perfect glass, too, the Fresnel reflections due to the IOR. The fluorescence does not apply in LuxCoreRender because it renders in visible spectrum only. I guess excitat...
by CodeHD
Wed Mar 20, 2019 10:44 pm
Forum: Development
Topic: Tiled OIDN Denoising
Replies: 39
Views: 1581

Re: Tiled OIDN Denoising

B.Y.O.B. wrote:
Wed Mar 20, 2019 10:30 pm
You can parse properties here:
Looks like a good start, thanks!
Anyways, I probably won't be able to continue until Sunday, so feel free to copy the current, hard-coded version into the daily builds for others to test. If you think it is worth it, anyways ;)
by CodeHD
Wed Mar 20, 2019 9:43 pm
Forum: Development
Topic: Tiled OIDN Denoising
Replies: 39
Views: 1581

Re: Tiled OIDN Denoising

All working now :) https://github.com/CodeFHD/LuxCore/blob/master/src/slg/film/imagepipeline/plugins/intel_oidn.cpp https://github.com/CodeFHD/LuxCore/blob/master/include/slg/film/imagepipeline/plugins/intel_oidn.h I included a function to choose between tiled or simple OIDN based on resolution. As ...
by CodeHD
Wed Mar 20, 2019 2:15 pm
Forum: Development
Topic: Tiled OIDN Denoising
Replies: 39
Views: 1581

Re: Tiled OIDN Denoising

Not related to your problem, but I would try to de-duplicate the code here and here . Try to do all the stripe processing in one for loop, without the code outside the loop. You can check if you are doing the first stripe by testing (i == 0). Good suggestion, but I have actually already done that i...
by CodeHD
Wed Mar 20, 2019 11:25 am
Forum: Development
Topic: Tiled OIDN Denoising
Replies: 39
Views: 1581

Re: Tiled OIDN Denoising

provisory wrote:
Wed Mar 20, 2019 6:22 am
Does that noise happen, if you don't give albedo and normal passes?
Good suggestion I just tried it.

Without albedo and normal, the noise is gone, but there is still a seam
RGB_IMAGEPIPELINE_1.png
EDIT: But I may have just realised what goes wrong...
by CodeHD
Wed Mar 20, 2019 12:24 am
Forum: Development
Topic: Tiled OIDN Denoising
Replies: 39
Views: 1581

Re: Tiled OIDN Denoising

I am still stuck with the current state. I currently get this output with stripe-denoise: RGB_IMAGEPIPELINE_0.png RGB_IMAGEPIPELINE_1.png You can clearly see the remaining noise. It is important to note that this happens above the overlap. The overlap region itself seems fine. I have run it with eac...