Search found 1921 matches

by lacilaci
Thu Apr 29, 2021 6:47 pm
Forum: Development
Topic: Faster Compiling kernels
Replies: 30
Views: 17486

Re: Faster Compiling kernels

LuxCore "v3.0" will require no compilation at runtime, not even the first time. If you provide pre-compiled kernels can't this lead to errors due to specific driver issues etc? I often think that octane has sometimes bugs with memory leaks and freezing due to pre-compiled kernels but I do...
by lacilaci
Thu Apr 29, 2021 2:31 pm
Forum: Development
Topic: Cycle X (and OpenCL)
Replies: 92
Views: 44491

Re: Cycle X (and OpenCL)

LuxCore API already supports it (more or less): you see it in action when you enable viewport rendering and edit the scene. It is up to BlendLuxCore to redo the same when rendering multiple frames. It has been discussed in the past, it is doable but it is not a small amount of work. I see, maybe cu...
by lacilaci
Thu Apr 29, 2021 1:24 pm
Forum: Development
Topic: Cycle X (and OpenCL)
Replies: 92
Views: 44491

Re: Cycle X (and OpenCL)

In other news about recent cycles development... persistent data! Luxcore has become crazy fast, however it all goes away if preloading scene each frame takes several times longer than rendering the frame... Being able to just selectively reload parts of scene would be an insane speedup for animatio...
by lacilaci
Thu Apr 29, 2021 12:18 pm
Forum: User Support
Topic: emission ruins photon cache
Replies: 9
Views: 3531

Re: emission ruins photon cache

It looks like you used very small backplate. Mine is much bigger than the whole scene (this is sometimes necessary for proper paralax camera movement and reflections, and of course if your scene is big) Yes you are right i made bckplate 10X bigger and it kill all. Another idea is just to compute ca...
by lacilaci
Thu Apr 29, 2021 12:14 pm
Forum: User Support
Topic: emission ruins photon cache
Replies: 9
Views: 3531

Re: emission ruins photon cache

Dade wrote: Thu Apr 29, 2021 11:11 am the source of the problem is having a constant radius for PGI, this cause some problem when you have very near and very far objects.
how is this handled with environent/hdri light?
by lacilaci
Thu Apr 29, 2021 12:07 pm
Forum: User Support
Topic: holdout collection override
Replies: 7
Views: 3306

Re: holdout collection override

Here objectss.jpg iPhone model has 13 objects, some use multiple materials. It is in a clear case, now if I want to make phone into a holdout every material within every object has to be enabled and disabled manually. And even if the object had holdout flag I would have 13 of them to do manually. (b...
by lacilaci
Thu Apr 29, 2021 11:58 am
Forum: User Support
Topic: holdout collection override
Replies: 7
Views: 3306

Re: holdout collection override

it would mean that both objects become holdout if I understand you right? Yes. If you use the object panel button (on the first of the hypothetical objects with the same material), the second is will flip too: you set all materials holdout connected to the first object, than refresh the panel butto...
by lacilaci
Thu Apr 29, 2021 11:51 am
Forum: User Support
Topic: emission ruins photon cache
Replies: 9
Views: 3531

Re: emission ruins photon cache

I don't understand why you don't use transparent background and compose the image using alpha :?: It is a common way of doing thing without extra steps directly inside the 3D package. It easy efficient and fast. BTW i've tested it and don't have issue while disable PGI on the backplate and set back...
by lacilaci
Thu Apr 29, 2021 11:49 am
Forum: User Support
Topic: emission ruins photon cache
Replies: 9
Views: 3531

Re: emission ruins photon cache

Dade wrote: Thu Apr 29, 2021 11:11 am
The far plane can have a large impact on the heuristic to determinate the radius used for PGI. You can set the radius by hand to try to work around the problem.
Yes I am actually using fixed radius, doesn't help. Maybe if I used some insane number of Photon Count...
by lacilaci
Thu Apr 29, 2021 11:42 am
Forum: User Support
Topic: emission ruins photon cache
Replies: 9
Views: 3531

Re: emission ruins photon cache

To be more specific: I have a large Background plane that I want to appear as background (in render) not affecting anything but camera. I don't understand why you don't use transparent background and compose the image using alpha :?: Ok I see I have mentioned affecting camera only, but I want match...