All good, thanks for writing the Blender feature!
Search found 434 matches
- Thu Jun 13, 2019 10:32 am
- Forum: Development
- Topic: Tiled OIDN Denoising
- Replies: 78
- Views: 41784
- Thu Jun 13, 2019 10:31 am
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 515938
Re: BlendLuxCore Development
Thanks to CodeHD's work, our OIDN plugin can now be applied in tiles to reduce RAM usage. You can specify the tile size in the denoiser settings. Just to add a little comment about the internal workings of it: The code divides the image height and width by the "tile size" input, and then ...
- Tue Jun 11, 2019 9:31 pm
- Forum: Development
- Topic: Tiled OIDN Denoising
- Replies: 78
- Views: 41784
Re: Tiled OIDN Denoising
Since there were no further comments, I just made a pull request
- Sun Jun 09, 2019 10:27 am
- Forum: User Support
- Topic: weird volumetric lighting glitch
- Replies: 53
- Views: 24659
Re: weird volumetric lighting glitch
I can confirm having seen the same effect just this week (but I don't know if it is new). Edit: made a simple scene to show the error. Consists of only a laser and homogeneous world volume. there are two cameras, perspective and ortho, rotating around the origin, so you can sue the timeline to scan ...
- Thu May 30, 2019 8:12 pm
- Forum: Development
- Topic: Tiled OIDN Denoising
- Replies: 78
- Views: 41784
Re: Tiled OIDN Denoising
I have finally taken the time to update the tiled OIDN (before being on travel again for weeks... :roll: ) Changes as usual to these files, you can have a look before I make a pull request: https://github.com/CodeFHD/LuxCore/blob/master/src/slg/film/imagepipeline/plugins/intel_oidn.cpp https://githu...
- Thu May 30, 2019 4:34 pm
- Forum: User Support
- Topic: Far end of shadow noise
- Replies: 19
- Views: 7193
Re: Far end of shadow noise
I find intels denoiser far better than nvidias. It is definitely good enough for stills in most cases, not sure about anims. And what luxcore had before doesn't come even close. This random skipped area problem is basicaly the only problem I ever had with it, and in case of final renders even that ...
- Thu May 30, 2019 2:40 pm
- Forum: User Support
- Topic: Far end of shadow noise
- Replies: 19
- Views: 7193
Re: Far end of shadow noise
They are always enabled in BlendLuxCore if the denoiser is used. Hmm ok, it seems I was just wrong with that feeling. I just tried that scene I had in mind again (indeed no difference when including albedo + nromal aov), and it seems to depend also on where I focus in that case, with the result fai...
- Thu May 30, 2019 2:20 pm
- Forum: User Support
- Topic: Far end of shadow noise
- Replies: 19
- Views: 7193
Re: Far end of shadow noise
I did expereince some issues as well (though not this one) when there were completely black background areas in my image.
Have you tried computing albedo and average shading normal AOVs as well? I had the feeling that helped the algorithm.
Have you tried computing albedo and average shading normal AOVs as well? I had the feeling that helped the algorithm.
- Fri May 17, 2019 10:15 pm
- Forum: Works in Progress
- Topic: Splashing Einstein
- Replies: 3
- Views: 4145
Re: Splashing Einstein
Blend file can now be found here: https://owncloud.gwdg.de/index.php/s/TTedAeIJtYKWuQk And a new render with cahnged setup and some improved settings. More cache :D and more path depth, as default was too low to get all multiple-refractions through water (you can see dark areas in the first image). ...
- Fri May 17, 2019 1:07 pm
- Forum: Works in Progress
- Topic: Interior & exterior gghouse
- Replies: 34
- Views: 22855