Page 5 of 5

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

Posted: Mon Nov 19, 2018 9:18 pm
by FarbigeWelt
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
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
Regular Spectrum, CPU Path, DLSC, point lamp, Settings
Regular Spectrum, CPU Path, DLSC, point lamp, Statistics
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.)

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

Posted: Mon Nov 26, 2018 7:08 pm
by lacilaci
ok, time to be annoying again. How's the gi caching coming?

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

Posted: Thu Apr 04, 2019 2:54 pm
by Dade
DLSC now automatically estimated the best radius if lightstrategy.entry.radius is set to 0.0. So it works like PhotonGI and there is no more need to worry about picking the right radius by hand.

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

Posted: Thu Apr 04, 2019 2:55 pm
by marcatore
Could we test it just downloading the next daily build?

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

Posted: Thu Apr 04, 2019 3:06 pm
by Dade
marcatore wrote: Thu Apr 04, 2019 2:55 pm Could we test it just downloading the next daily build?
Yes, if you just set the radius manually to 0.0 (if it is allowed by BlendLuxCore). However, I have not yet changed anything else (I started from more obvious things to borrow from PhotonGI): it is a only "quality of life feature".

P.S. Has anyone a simple test scene showing the splotches problem with glossy material ?

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

Posted: Wed May 12, 2021 4:56 pm
by Sharlybg
Can someone clear my brain a bit about DLSC parameter meaning and impact on rendering quality/cache Computing speed :
It happen that each time i try to use it it take forever to compute and it look more intensive compared to PGI.
DLSC.jpg