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by lacilaci
Wed Mar 13, 2019 6:54 am
Forum: User Support
Topic: linked objects are gray
Replies: 3
Views: 1593

linked objects are gray

in latest blendluxcore all objects that are linked to a scene have a gray material instead of linked one. I guess this is a blendluxcore bug?

original object:
Screenshot from 2019-03-13 07-51-05.png
when linked in a scene:
Screenshot from 2019-03-13 07-54-03.png
by lacilaci
Wed Mar 13, 2019 6:35 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 509411

Re: PhotonGI cache

Ok, so switching to power(latest daily) works with many lightsources just fine, also with meshlights! Not only that, but even simple enviro lighting gave me cleaner cache with power than with logpower. I think if this problem cannot be fixed with logpower then power light strategy should be set as d...
by lacilaci
Tue Mar 12, 2019 5:36 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 509411

Re: PhotonGI cache

But it is one thing that it is weak lightsource that doesn't contribute to scene much and it is something different if that lightsource, or multiple of them are taking away stronger photons from stronger lightsource. Your test doesn't look too clean too. try copy the weak light source couple of time...
by lacilaci
Tue Mar 12, 2019 2:58 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 509411

Re: PhotonGI cache

It's happening with area lights too...
I don't know if it's all the lights competing with each other or just all lights vs enviro lighting though. I'm also not sure if sun and sky are having this conflict aswell.
by lacilaci
Tue Mar 12, 2019 11:46 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 509411

Re: PhotonGI cache

:lol: This is happening with all lightsources it seems, I tried to remove meshlight and used spotlight. If I compare cache debug with spotlight off it is relatively clean, if I enable spotlight cache starts to look like trash.... I wouldn't be surprised if it's even sunlight partially having problem...
by lacilaci
Tue Mar 12, 2019 11:37 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 509411

Re: PhotonGI cache

There has to be a way to make it work with complex lights... It is not a complex light, it is just a huge waste of resources to model a spot light source with 480 triangles. Just use a spot light inside a architectural glass surface. Also, I tried force disabling and enabling DLS for that lightsour...
by lacilaci
Tue Mar 12, 2019 11:08 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 509411

Re: PhotonGI cache

I'm pretty sure the problem is triggered by the light source having 480 triangles. This is over the 256 threshold used to disable direct light sampling. I will check and fix the code to handle this case but using light sources with hundred of triangles is not efficient. There has to be a way to mak...
by lacilaci
Mon Mar 11, 2019 7:23 pm
Forum: Works in Progress
Topic: Comparison Between Lux and Cycles
Replies: 20
Views: 19164

Re: Comparison Between Lux and Cycles

Here's my experience. When I started working with blender I wanted to use corona as I was used to it... But addon was buggy and at one point I decided to give cycles a try since I've seen some nice renders from it. So I tried it and I loved it and especially with 2.8 and eevee being capable of displ...
by lacilaci
Mon Mar 11, 2019 4:01 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 509411

Re: PhotonGI cache

Maybe too many photons are fired from the mesh emitter and not enough from the sky? An interesting thing is, if I raise the amount of photons and cache size (to a very lare number) I can cover up back the cache entries from meshlight with entries from skylight, HOWEVER the moment I raise power of m...
by lacilaci
Mon Mar 11, 2019 3:14 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 509411

Re: PhotonGI cache

So I downloaded latest daily and plugin to be sure and here's my result out of the box no settings changed, just opening and rendering the scene: cacheout.jpg and here's how things look when I make the meshlight more powerful - you can see how meshlight samples are separated from environment light s...