Hi ! As there already a lot of project starting to use DLCS feature i open this thread to let developper Give complete information on how each DLCS settings work and impact rendering. Maybe also the place to know wich parameters need to be expose or which one can be automatically be computed with user given Data so we avoid hyper trial error learning process and also too much setting complexity (like Old Vray).
After getting clear understanding of that The Wiki/Tutorial phase will be more effective. So let Demistify DLCS together :
1/ What are all DLCS available parameters ?
2/ What each of them does ?
3/ Which one could be automatically computed ?
4/ Any possibility to have live render efficiency number to clearly see when to use and when DLCS outperform other Light strategy ?
DLSC Explained
DLSC Explained
Last edited by Sharlybg on Sun Dec 02, 2018 4:26 pm, edited 2 times in total.
Re: DLCS Explained
Dade and BYOB
Re: DLCS Explained
Your a mostly going to face 2 types of problems when using DLSC:
1) some area can include a LOT of noise if it is not covered by a cache entry (note noise, not artifacts);
2) some area can be in shadow while it shouldn't if the cache entry has wrong list of visible lights attached;
The problem #1 can happen when you are rendering a scene with a scale significantly different from the one of the small room (the default cache entry radius is 0.15m, 15cm). For instance, if you are rendering a city, you will have to increase the radius a lot otherwise you will end with problem #1.
The problem #2 can happen when you are rendering some "hard" to find light source. The default number of samples used to establish if a light source is visible or not is 12 (aka the warmup parameter). It is a very low value, it can easily lead to false result. If you have problems like #2, just increase the value until when the artifacts are gone (indeed, this will increase the pre-processing time).
1) some area can include a LOT of noise if it is not covered by a cache entry (note noise, not artifacts);
2) some area can be in shadow while it shouldn't if the cache entry has wrong list of visible lights attached;
The problem #1 can happen when you are rendering a scene with a scale significantly different from the one of the small room (the default cache entry radius is 0.15m, 15cm). For instance, if you are rendering a city, you will have to increase the radius a lot otherwise you will end with problem #1.
The problem #2 can happen when you are rendering some "hard" to find light source. The default number of samples used to establish if a light source is visible or not is 12 (aka the warmup parameter). It is a very low value, it can easily lead to false result. If you have problems like #2, just increase the value until when the artifacts are gone (indeed, this will increase the pre-processing time).
Re: DLCS Explained
Dade wrote: ↑Wed Oct 24, 2018 10:40 am Your a mostly going to face 2 types of problems when using DLSC:
1) some area can include a LOT of noise if it is not covered by a cache entry (note noise, not artifacts);
2) some area can be in shadow while it shouldn't if the cache entry has wrong list of visible lights attached;
The problem #1 can happen when you are rendering a scene with a scale significantly different from the one of the small room (the default cache entry radius is 0.15m, 15cm). For instance, if you are rendering a city, you will have to increase the radius a lot otherwise you will end with problem #1.
The problem #2 can happen when you are rendering some "hard" to find light source. The default number of samples used to establish if a light source is visible or not is 12 (aka the warmup parameter). It is a very low value, it can easily lead to false result. If you have problems like #2, just increase the value until when the artifacts are gone (indeed, this will increase the pre-processing time).
NIce thank you for your explanation.
So the end user just need theses only two parameters to work with ?
. Cache entry radius : The bigger the scene the bigger the number
. Warmup parameter : The harder light source can be find higher the number should be
So is there any reason to keep other settings available ?
Re: DLCS Explained
99% of times, yes.
And smaller scenes and smaller is the number.
Corner cases but they can be under and "Advanced" tab as usual.
Re: DLCS Explained
Could we automatically compute this? (Maybe from scene bounding box)
If yes, we could show a multiplier to the user for those cases where the auto-computed value has to be adjusted.
Re: DLCS Explained
btw, was this issue (viewtopic.php?f=4&t=483&start=20) with skylight fixed?
Re: DLCS Explained
Not really: you can still have the model of a city and just be inside a room (so using the scene bounding box would be very misleading). It is also related to the "size" of observer/camera: an ant would need tiny values while a elephant would use larger one (i.e. it is related to the portion of the scene you are looking at).
Re: DLCS Explained
It is exactly problem #2 listed here.lacilaci wrote: ↑Wed Oct 24, 2018 3:06 pm btw, was this issue (viewtopic.php?f=4&t=483&start=20) with skylight fixed?
Re: DLCS Explained
In the next release, you will have the "warmup samples" parameter available to fix it.lacilaci wrote: ↑Wed Oct 24, 2018 3:06 pm btw, was this issue (viewtopic.php?f=4&t=483&start=20) with skylight fixed?