With the release of LuxCoreRender v2.2, it is time to release also a new LuxMark version. You can find the details of this new release here: https://wiki.luxcorerender.org/LuxMark_v4
This version, instead of differentiating the benchmarks by scene complexity, is now using different render engines:
A micro-kernel based OpenCL path tracer with/without Global Illumination cache;
A C++ path tracer with/without Global Illumination cache;
An hybrid OpenCL for GPUs and C++ for CPUs path tracer with/without Global Illumination cache;
A C++ Bidirectional path tracer with a Metropolis–Hastings sampler.
LuxMark, once released, is traditionally untouched for many years so now is the right time for suggesting new features/etc.
If you are using some kind of Blender post-processing, it can not be replicated in LuxCore/LuxMark, it needs to be done using only LuxCore tone mapping/post-processing features. If you give me an updated version, I will use it.
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Dade wrote: ↑Thu May 02, 2019 11:12 pm
Update the GitHub version if you want.
Ok.
Is there a reason why the light was changed to create much sharper shadows now?
I'll try to change it so the reference.png is more similar to what Sharlybg showed in this picture. Most of the difference probably comes from the missing Blender compositor corrections.
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Please BYOB can we fix the lighting issue with the hall scene ? This current lighting don't make a great advertising for the engine. And it should be an easy fix.
My problem is that it is a little bit harder for me to re-upload easily a file of this size currently.
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Sharlybg wrote: ↑Sun Oct 13, 2019 3:06 pm
Please BYOB can we fix the lighting issue with the hall scene ? This current lighting don't make a great advertising for the engine. And it should be an easy fix.
My problem is that it is a little bit harder for me to re-upload easily a file of this size currently.
Just put here a link to the .blend but you have to export the scene and do a rendering with LuxCoreUI to check that you are not using some Blender-only setting.
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Just put here a link to the .blend but you have to export the scene and do a rendering with LuxCoreUI to check that you are not using some Blender-only setting.
Just remenber BYOB want some change on it but if not a crucial requirement here is the original file :
B.Y.O.B. wrote: ↑Sun Oct 13, 2019 9:22 pm
By the way, I also have a version of the wallpaper scene that uses Path OpenCL + light tracing, so it wouldn't have to be a CPU-only benchmark.
I was thinking to include hybrid rendering but how to you weights the GPU+CPU performance ? One doesn't eye tracing, the other does light tracing, have the samples/sec the same value ? At the moment the using the total samples/sec is highly unbalanced toward the GPUs performance.
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