Direct Light cache: how to avoid splotches?

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Sharlybg
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Re: Direct Light cache: how to avoid splotches?

Post by Sharlybg » Thu Dec 06, 2018 1:13 pm

lacilaci wrote:
Thu Dec 06, 2018 12:04 pm
Hmm.. So apparently, corona's own new light solver (that helps with the same situations as this direct light cache should) is still not working 100% and is disabled by default. Cycles's lithttree is also still not implemented(I'm not even sure if it is being worked on still). So this makes me think if there is a fully working and tested solution for huge amount of lights..?
Vray adaptive light :idea:
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Re: Direct Light cache: how to avoid splotches?

Post by patrickawalz » Thu Dec 06, 2018 3:38 pm

while not a production renderer and more just a hobby project, psychopath renderer by cessen has an implementation of a light tree. this was also the first renderer I saw implement an open source version of a light tree to aid in direct light sampling. he did a blog post or 2 about it on psychopath.io, and it was even good enough to earn him a nod in an academic paper on the topic.

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Re: Direct Light cache: how to avoid splotches?

Post by marcatore » Fri Dec 07, 2018 9:59 am

Thank you Dade...and now transparent materials :)

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Dade
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Re: Direct Light cache: how to avoid splotches?

Post by Dade » Sun Dec 09, 2018 4:13 pm

marcatore wrote:
Fri Dec 07, 2018 9:59 am
Thank you Dade...and now transparent materials :)
Done, this is direct light only:

carpet1.jpg

and this with GI:

carpet2.jpg
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Sharlybg
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Re: Direct Light cache: how to avoid splotches?

Post by Sharlybg » Sun Dec 09, 2018 5:02 pm

Done, this is direct light only:
Impressive :geek: what are the DLSC settings for this ?
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Re: Direct Light cache: how to avoid splotches?

Post by Dade » Sun Dec 09, 2018 7:06 pm

Sharlybg wrote:
Sun Dec 09, 2018 5:02 pm
Done, this is direct light only:
Impressive :geek: what are the DLSC settings for this ?
The defaults, I only raised the warmup samples because the default value (12) is really low. I'm thinking to rise the default.

P.S. for the record, it is a scene with 11,000+ light sources.
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Sharlybg
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Re: Direct Light cache: how to avoid splotches?

Post by Sharlybg » Sun Dec 09, 2018 7:44 pm

P.S. for the record, it is a scene with 11,000+ light sources.
11k lights sources :shock: .

How can we update this new code ?
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Re: Direct Light cache: how to avoid splotches?

Post by Sharlybg » Sun Dec 09, 2018 8:20 pm

Please Dade can you test the new code with AMD and my problematic scene here ? :

viewtopic.php?f=5&t=675&start=10
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Re: Direct Light cache: how to avoid splotches?

Post by marcatore » Sun Dec 09, 2018 8:39 pm

Dade wrote:
Sun Dec 09, 2018 7:06 pm
P.S. for the record, it is a scene with 11,000+ light sources.
I think that the sign on the left is the main problem.
I added on the fly cause I had to finish in hurry and I didn't think to optimize it.
The lights on the track on the ceiling should fine. The emissive material is assigned to just a triangle.

Could you confirm that , expect the logo sign, the lamps are well setup?

EDIT: I saw that on the floor (visually on the bottom part of the image) there is some bright pixels. I can't understand if it's correct or not... the mesh under the fur should have a dark material assigned.

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Re: Direct Light cache: how to avoid splotches?

Post by Dade » Sun Dec 09, 2018 11:06 pm

Sharlybg wrote:
Sun Dec 09, 2018 8:20 pm
Please Dade can you test the new code with AMD and my problematic scene here ? :

viewtopic.php?f=5&t=675&start=10
It is working fine for me (but it was also before with my Linux + very old (stable) AMD drivers I never upgrade ... because they work).

To test the new code you have only to replace the pyluxcore.pyd file on your HD with the one included in the daily build: https://github.com/LuxCoreRender/LuxCor ... tag/latest
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