Search found 116 matches
- Tue Nov 16, 2021 8:38 am
- Forum: Development
- Topic: memory cleanup
- Replies: 7
- Views: 2203
Re: memory cleanup
Please tell me if I'm correct. I create scene from 0 and start render. So all objects, materials, textures etc. are used. So after render calling Scene::RemoveUnused*() is useless. All resources are attached to scene so they will not remove anything. I can set DeleteSceneOnExit() but this is identic...
- Mon Nov 15, 2021 2:24 pm
- Forum: Development
- Topic: memory cleanup
- Replies: 7
- Views: 2203
memory cleanup
Hi guys. I want to ask how should I clean after render. When render ends I destroy session, renderConfig and scene but still a lot of memory is used. I can see that after calling each delete the memory usage is reduced but still a lot of memory is used. When I create scene I set: scene->SetDeleteMes...
- Fri Nov 05, 2021 1:50 pm
- Forum: User Support
- Topic: Volumetrics issues
- Replies: 67
- Views: 26775
Re: Volumetrics issues
I will try to write some brief summary. In Luxcore first we add some volume definition: scene.volumes.fogVolume.type = "homogeneous" scene.volumes.fogVolume.absorption = "0 0 0" scene.volumes.fogVolume.scattering = "0.02 0.02 0.02" scene.volumes.fogVolume.asymmetry = &q...
- Tue Oct 12, 2021 8:03 am
- Forum: User Support
- Topic: Volumetrics issues
- Replies: 67
- Views: 26775
Re: Volumetrics issues
Hi, Dade. I can't see the light volume in your previous post. I thought it might be a problem with low samples, so I repeated the render: interior_exterior_disabled.PNG Then I analyzed what you said and decided to turn on the interior/exterior volume for the material that has the emitter on (I remov...
- Mon Oct 11, 2021 1:33 pm
- Forum: User Support
- Topic: Volumetrics issues
- Replies: 67
- Views: 26775
Re: Volumetrics issues
Thanks Dade. I'll remove volume definition from sky. Sorry for the mistake but I understood from your post that I have to set them: And light source volumes: [...] scene.lights.84678.volume = "envVolume" [...] scene.lights.84678_sky1.volume = "envVolume" [...] We have try to remo...
- Fri Sep 17, 2021 11:35 am
- Forum: User Support
- Topic: Volumetrics issues
- Replies: 67
- Views: 26775
Re: Volumetrics issues
So the problem is, that LuxCore can not deduce the volume where the light it traveling threw. So should define inside volume for all objects in the scene? Will it be correct or it will cause some problems?
- Thu Aug 12, 2021 9:01 am
- Forum: Development
- Topic: Color LUT and floating point
- Replies: 16
- Views: 5461
Re: Color LUT and floating point
Thanks Dade. I have read LUT specification and now I understand why it is working in this way. So we have to forget about using LUT files on server side.
I have to decide if not implement highlight compression on my own, or find some piece of code.
I have to decide if not implement highlight compression on my own, or find some piece of code.
- Tue Aug 10, 2021 9:16 am
- Forum: Development
- Topic: Color LUT and floating point
- Replies: 16
- Views: 5461
Re: Color LUT and floating point
Is it possible to convince LUT to use values outside range? You have to remember that we have different approach. We do not have real time render. So without LUT user receives HDR image, that can be fixed. With LUT we get exr image but limited to 1 so it can not be fixed. We apply LUT conversion on ...
- Mon Aug 09, 2021 7:56 am
- Forum: Development
- Topic: Color LUT and floating point
- Replies: 16
- Views: 5461
Re: Color LUT and floating point
I think Dade we misunderstood. We are saving exr images. Why? Because they are 16-bit floating points. So let say that we obtain a burnt image like the first one in your last post. Than we open it with photoshop and change exposure. If we render without lut, it is working. We can recover burnt areas...
- Thu Aug 05, 2021 1:33 pm
- Forum: Development
- Topic: Color LUT and floating point
- Replies: 16
- Views: 5461
Re: Color LUT and floating point
Here you are!