It should be this one.Sharlybg wrote: Fri Sep 04, 2020 3:40 pm Wich setting control number of sample before transition ?
Code: Select all
# Each preview step is rendered for n frames. definitions["rtpath.resolutionreduction.step"] = 1
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- Fri Sep 04, 2020 7:09 pm
- Forum: User Support
- Topic: GPU viewport performance
- Replies: 14
- Views: 5535
Re: GPU viewport performance
- Fri Sep 04, 2020 2:44 pm
- Forum: User Support
- Topic: Last great thing that is missing in Luxcore - more advanced tonemapper
- Replies: 1
- Views: 1112
Re: Last great thing that is missing in Luxcore - more advanced tonemapper
Yes, it is possible and not even that complex but, as usually happen, it is a matter of finding time, establishing priorities, etc.
- Fri Sep 04, 2020 11:05 am
- Forum: Works in Progress
- Topic: Graswald and The Grove - Creating Lux Materials
- Replies: 43
- Views: 41413
Re: Graswald and The Grove - Creating Lux Materials
Rendered twice with latest build of 2.5.
First render set system to OptiX and add on to CUDA. Rendered in 38:21
Second render set system to CUDA and add on to CUDA with OptiX unchecked. Rendered in 38.04
You have rendered both times with CUDA+Optix, the current BlendLuxCore preference ...
- Thu Sep 03, 2020 11:35 pm
- Forum: User Support
- Topic: GPU viewport performance
- Replies: 14
- Views: 5535
Re: GPU viewport performance
It is but it is a parameter BlendLuxCore doesn't expose (the number of samples it will take the transition from block to pixel rendering).Sharlybg wrote: Thu Sep 03, 2020 9:08 pm Is possible to do inside luxcore code 2x2 during input and navigation and switch back to 8x1 automatically right after ?
- Thu Sep 03, 2020 6:40 pm
- Forum: User Support
- Topic: GPU viewport performance
- Replies: 14
- Views: 5535
Re: GPU viewport performance
I mean Dade even if option B is adding less pressure after first samples compared to A. The fluidity during first sample in option B is simply from another level and this almost no matter how high you set block size in option A.
So for me there is a weird thing we can improve here.
You are ...
- Thu Sep 03, 2020 2:24 pm
- Forum: Development
- Topic: UVRandomMapping2D (and LocalRandomMapping3D)
- Replies: 27
- Views: 19747
Re: UVRandomMapping2D
By default, the object ID is random, you can overwrite it to have a fixed value.AndreasResch wrote: Thu Sep 03, 2020 1:44 pm This might be helpful in some cases, but would be hard to do when you have a lot of objects and you want to randomize them all.
- Thu Sep 03, 2020 1:32 pm
- Forum: Development
- Topic: UVRandomMapping2D (and LocalRandomMapping3D)
- Replies: 27
- Views: 19747
Re: UVRandomMapping2D
This would be great. You might also consider adding this to triplanar mapping as well where randomization makes a lot of sense. In those wooden pieces I actually used triplanar mapping. All the sides are randomly rotated and shifted to get the variation which simulated the randomness of production ...
- Thu Sep 03, 2020 1:16 pm
- Forum: User Support
- Topic: GPU viewport performance
- Replies: 14
- Views: 5535
Re: GPU viewport performance
The settings should be correlated with the view port size. You can not have a single setting responsive for any view port size.
- Thu Sep 03, 2020 10:55 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 715953
Re: PhotonGI cache
On nvidia‘s graphic transfer rate from RAM to VRAM is 14 GB/s. This is 32 times less than VRAM to GPU cache.
The slide is about CPU/SSD/etc. (any device attached to the PCIe bus) to GPU ram transfer rate. It can have a huge impact on some application.
In our case, it could highly increase the ...
- Thu Sep 03, 2020 10:50 am
- Forum: Development
- Topic: I want to implement a standard surface material similar to arnold
- Replies: 7
- Views: 4129
Re: I want to implement a standard surface material similar to arnold
Emmm, in addition, is the wo and wi to determine whether to reflect or transmit in evaluate funtion?
Glass is a specular material (i.e. a delta one) so GlassMaterial::Evaluate() always return "Black": https://github.com/LuxCoreRender/LuxCore/blob/2863718772213dd938913da4fff37b0c0ffaf49f/src/slg ...