kintuX wrote: ↑Wed Feb 13, 2019 1:31 pm
1. PM isn't using all the threads (67%),
3. with latest version it's only running single threaded...
There is something in your system going wrong, it normally uses 100% of CPU. Are you running out of memory or something similar ?
On a second tough, there is a single thread bottle neck, it is related to the build of visibility map. Do you get the under 100% load when you see this type of log message ?
But the build of visibility map should be long only if you are using a very small look up radius and/or some ultra-detailed geometry like a forest, etc.
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but yeah, testscenes... I'm super busy right now to make new project (and my current work renders(also using luxcore ) are under NDA and they aren't interiors to test)
10 minute + 9sec denoising at 4K... same cache settings as before
If this was on gpu, 10 minute would be final quality! (Well, probably a little more since no complex materials etc.. but you get the idea)
From what I'm seeing, there are only 2 problems left
Those extremely bright looking lightleaks might creep in and need to be watched for, if they were at least subtle, settings could be a lot more forgiving.
the brightness difference even in areas that are in plain sight are a bit worrying too. Again a subtle difference or color balance difference is ok, but atm it's just kinda weird looking...
lacilaci wrote: ↑Wed Feb 13, 2019 3:43 pm
Those leaks actually look a lot like some sort of reflection almost.. always in corners.
In my opinion, the correct name is fireflies, not light leaks. They are spikes in a cache entry that has received a very small amount of photons (and one of them was "firefly" photon). Increasing the number of traced photons reduces the problem like in a normal rendering.
Increasing there radius also reduce the problem because you are averaging a larger number of photons (with the same result of tracing more photons).
Like in an normal rendering, I could implement some kind of variance clamping on cache entries (but just spending 15 more seconds tracing photons is a better solution than adding another parameters). It could be mostly intended for very fast previews.
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Dade am i wrong or you already planned to make theses number settings automatic ?
It is a possibility, Visual map entries are already built with an automatic stop condition. Indirect cache could have a similar condition (Caustic is a different beast).
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lacilaci wrote: ↑Wed Feb 13, 2019 3:43 pm
Those leaks actually look a lot like some sort of reflection almost.. always in corners.
In my opinion, the correct name is fireflies, not light leaks. They are spikes in a cache entry that has received a very small amount of photons (and one of them was "firefly" photon). Increasing the number of traced photons reduces the problem like in a normal rendering.
Increasing there radius also reduce the problem because you are averaging a larger number of photons (with the same result of tracing more photons).
Like in an normal rendering, I could implement some kind of variance clamping on cache entries (but just spending 15 more seconds tracing photons is a better solution than adding another parameters). It could be mostly intended for very fast previews.
I see, but why are they only in corners? Some sort of, out of control bouncing? Low energy loss?
but yeah, testscenes... I'm super busy right now to make new project (and my current work renders(also using luxcore ) are under NDA and they aren't interiors to test)
Side note: try to export a scene and move around the camera in LuxCoreUI ... an hardware vendor could setup a nearly real-time demo station by using some serious hardware.
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