Search found 4714 matches

by Dade
Fri Sep 04, 2020 7:09 pm
Forum: User Support
Topic: GPU viewport performance
Replies: 14
Views: 5535

Re: GPU viewport performance

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
It should be this one.
by Dade
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.
by Dade
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 ...
by Dade
Thu Sep 03, 2020 11:35 pm
Forum: User Support
Topic: GPU viewport performance
Replies: 14
Views: 5535

Re: GPU viewport performance

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 ?
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).
by Dade
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 ...
by Dade
Thu Sep 03, 2020 2:24 pm
Forum: Development
Topic: UVRandomMapping2D (and LocalRandomMapping3D)
Replies: 27
Views: 19747

Re: UVRandomMapping2D

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.
By default, the object ID is random, you can overwrite it to have a fixed value.
by Dade
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 ...
by Dade
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.
by Dade
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 ...
by Dade
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 ...