Page 2 of 2

Re: Reworked Direct Light Sampling Cache (aka DLSC)

Posted: Thu Aug 22, 2019 1:29 pm
by marcatore
As BYOB is absent, this new DLSC is available just downloading the last daily build or we have to wait BYOB to have in BlendLuxCore?

Re: Reworked Direct Light Sampling Cache (aka DLSC)

Posted: Thu Aug 22, 2019 2:07 pm
by Asticles
marcatore wrote: Thu Aug 22, 2019 1:04 pmAvailable!
Great!

Re: Reworked Direct Light Sampling Cache (aka DLSC)

Posted: Thu Aug 22, 2019 3:24 pm
by Dade
marcatore wrote: Thu Aug 22, 2019 1:29 pm As BYOB is absent, this new DLSC is available just downloading the last daily build or we have to wait BYOB to have in BlendLuxCore?
Yes, aside from some low default value, it should work fine.

Re: Reworked Direct Light Sampling Cache (aka DLSC)

Posted: Sat Aug 24, 2019 7:27 am
by Dade
DLSC now supports persistent cache on file. It works like other caches, it can be enabled with the following property:

Code: Select all

lightstrategy.persistent.file = cache.dlsc
and can be used to share the cache across frames of a fly-trough animation.

Re: Reworked Direct Light Sampling Cache (aka DLSC)

Posted: Sat Aug 24, 2019 10:21 am
by lacilaci
Just for clarification.
This is for large amount of emitters and other situations don't benefit from this?
Also this is not intended in the future to become default light strategy replacing logpower/power?

Re: Reworked Direct Light Sampling Cache (aka DLSC)

Posted: Sat Aug 24, 2019 1:13 pm
by Dade
lacilaci wrote: Sat Aug 24, 2019 10:21 am This is for large amount of emitters and other situations don't benefit from this?
It is useful as soon as you have more than one light source and the light sources illuminated area doesn't overlap a lot. For instance, this is a rendering with 4 spot lights and default light strategy, 8 samples/pixel:

power.jpg

and this with enabled cache:

cache.jpg

As you see, the difference is noticeable even with only 4 light sources.

If the 4 spot lights mostly overlap is less useful. For instance, it is likely to be useless for Sun+Sky in an outside scene because both light sources overlap a lot. However, as soon as you introduce a few local lights (i.e. street lamps, room lamps, etc.), it start to be useful again.
lacilaci wrote: Sat Aug 24, 2019 10:21 am Also this is not intended in the future to become default light strategy replacing logpower/power?
Yes, it is not intended because it requires a (not trivial) pre-processing phase.