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DLCS and Round objects

Posted: Thu Nov 01, 2018 12:14 pm
by lacilaci
There are artifacts over round objects that appear everytime I tried to use dlcs in any scene.

Re: DLCS and Round objects

Posted: Thu Nov 01, 2018 12:15 pm
by lacilaci
normal angle of 1 degree...

Maybe there should be some sort of retracing at the breaking angle, so that cache is not being used on the very edge..?

Re: DLCS and Round objects

Posted: Thu Nov 01, 2018 12:29 pm
by lacilaci
Also, is DLCS working with bi-dir?? Cause it shows being computed, however I don't see those artifacts on bidir, so I don't know

Re: DLCS and Round objects

Posted: Thu Nov 01, 2018 8:34 pm
by kintuX
Such a scene is not well suited for DLCS. Basically, DLCS is applicable only in specific cases & scenes.
Understanding the fine line, then applying that knowledge, is what makes a fine artist.
Once in a while, a homework, is what everyone must do.

Re: DLCS and Round objects

Posted: Fri Nov 02, 2018 4:59 am
by lacilaci
kintuX wrote: Thu Nov 01, 2018 8:34 pm Such a scene is not well suited for DLCS. Basically, DLCS is applicable only in specific cases & scenes.
Understanding the fine line, then applying that knowledge, is what makes a fine artist.
Once in a while, a homework, is what everyone must do.
Do you understand that this is a simplified scene to show an issue I'm having with dlcs?

Or do you plan to tell me on every issue I find that I should either fix it my self or learn to work around the issue, or simply stop using luxcore?

Re: DLCS and Round objects

Posted: Fri Nov 02, 2018 11:03 am
by Dade
lacilaci wrote: Thu Nov 01, 2018 12:14 pm There are artifacts over round objects that appear everytime I tried to use dlcs in any scene.
The source of the first problem was in using the geometry normals instead of the shading one (so the result was faceted). I fixed this problem:
i1.jpg
The second problem was in the condition for merging the information of neighbors cache entries. It was too strict and causing problem on edges with normal interpolation. I fixed this problem too and now the rendering looks fine:
i2.jpg
You can use daily build to test the fixes, it should be ready in a couple of hours.

Re: DLCS and Round objects

Posted: Fri Nov 02, 2018 11:06 am
by lacilaci
Dade wrote: Fri Nov 02, 2018 11:03 am
lacilaci wrote: Thu Nov 01, 2018 12:14 pm There are artifacts over round objects that appear everytime I tried to use dlcs in any scene.
The source of the first problem was in using the geometry normals instead of the shading one (so the result was faceted). I fixed this problem:

i1.jpg

The second problem was in the condition for merging the information of neighbors cache entries. It was too strict and causing problem on edges with normal interpolation. I fixed this problem too and now the rendering looks fine:

i2.jpg

You can use daily build to test the fixes, it should be ready in a couple of hours.
Fantastic, looks flawless now.

Re: DLCS and Round objects

Posted: Fri Nov 02, 2018 11:11 am
by Dade
lacilaci wrote: Thu Nov 01, 2018 12:29 pm Also, is DLCS working with bi-dir?? Cause it shows being computed, however I don't see those artifacts on bidir, so I don't know
BiDir can not use DLSC because it is not applicable there: BiDir emits particles starting from light sources without knowing where they land (and the cache entries are on object surfaces). BiDir has also many ways to transport light so a direct light sampling only acceleration would have far smaller impact on the noise.

Note: from a "syntactic" (LuxCore API) point of view, you can use DLSC with BiDir but DLSC, in this case, will just fall back to normal LOG_POWER light strategy.

Re: DLCS and Round objects

Posted: Fri Nov 02, 2018 11:19 am
by lacilaci
Dade wrote: Fri Nov 02, 2018 11:11 am
lacilaci wrote: Thu Nov 01, 2018 12:29 pm Also, is DLCS working with bi-dir?? Cause it shows being computed, however I don't see those artifacts on bidir, so I don't know
BiDir can not use DLSC because it is not applicable there: BiDir emits particles starting from light sources without knowing where they land (and the cache entries are on object surfaces). BiDir has also many ways to transport light so a direct light sampling only acceleration would have far smaller impact on the noise.

Note: from a "syntactic" (LuxCore API) point of view, you can use DLSC with BiDir but DLSC, in this case, will just fall back to normal LOG_POWER light strategy.
But it's still being computed if selected, Maybe it should be disabled as an option in blender addon?

Re: DLCS and Round objects

Posted: Fri Nov 02, 2018 1:41 pm
by Sharlybg
Note: from a "syntactic" (LuxCore API) point of view, you can use DLSC with BiDir but DLSC, in this case, will just fall back to normal LOG_POWER light strategy.
TOTAL TRUTH : my own test 120 sc render each


DLCS No power.jpg
DLCS off log power.jpg
DLCS.jpg