Direct Light Sampling Cache (aka Light cache part I)

Discussion related to the Engine functionality, implementations and API.
User avatar
FarbigeWelt
Posts: 360
Joined: Sun Jul 01, 2018 12:07 pm
Location: Switzerland
Contact:

Re: Direct Light Sampling Cache (aka Light cache part I)

Post by FarbigeWelt » Mon Nov 19, 2018 9:18 pm

Okay, I agree, it is still not perfect but it is an improvement.
Regular Spectrum, CPU Path, DLSC, point lamp, Arch. Glass, 1.5 HD, 500 Samples, r0.1, norm angle 0.1.jpg
Regular Spectrum, CPU Path, DLSC, point lamp, Arch. Glass, 1.5 HD, 500 Samples, r0.1, norm angle 0.1
Regular Spectrum, CPU Path, DLSC, point lamp, Settings.jpg
Regular Spectrum, CPU Path, DLSC, point lamp, Settings
Regular Spectrum, CPU Path, DLSC, point lamp, Statistics.jpg
Regular Spectrum, CPU Path, DLSC, point lamp, Statistics
If there only were the option of irregular spectrum input for point lamps..
(I have the feeling this option would add some tasty extra, especially for interior space images.)
Microsoft Windows 10 Professional, intel i7 4770K, 32 GB, AMD R9 290x 4 GB, AMD R9 390x 8 GB
Instagrammer, please join #luxcorerender for your renderings.

User avatar
lacilaci
Posts: 458
Joined: Fri May 04, 2018 5:16 am

Re: Direct Light Sampling Cache (aka Light cache part I)

Post by lacilaci » Mon Nov 26, 2018 7:08 pm

ok, time to be annoying again. How's the gi caching coming?

Post Reply