Noob questions about luxcore
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: Noob questions about luxcore
Yeah its fine thanks, i added a spotlight instead of point light. looks good to me
- Attachments
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- light scatter.blend
- (720.46 KiB) Downloaded 111 times
Re: Noob questions about luxcore
Looks great to me too. Well done!
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Re: Noob questions about luxcore
thanks to you (:
Although Now i need to know if i can exclude lights from interacting with objects.
Ill share you the file. Now im thinking why even should i have a box with volume parameters on when world volume gives what i want :!
This is a scene where i want the red scattered light to be prominent- while i have other lights helping to light a model infront of it.
So if i increase the scattering scale- this would multiply the whole scene with other lights. as there will be more light.
What i think would work is if theres a way to render in a layer of one scene with red scattered light only.
and the other scene lighting up the elements.
or is there any other work around like excluding lights on specific elements?
Cheers
Although Now i need to know if i can exclude lights from interacting with objects.
Ill share you the file. Now im thinking why even should i have a box with volume parameters on when world volume gives what i want :!
This is a scene where i want the red scattered light to be prominent- while i have other lights helping to light a model infront of it.
So if i increase the scattering scale- this would multiply the whole scene with other lights. as there will be more light.
What i think would work is if theres a way to render in a layer of one scene with red scattered light only.
and the other scene lighting up the elements.
or is there any other work around like excluding lights on specific elements?
Cheers
- Attachments
-
- light scatter1.blend
- (788.02 KiB) Downloaded 124 times
Re: Noob questions about luxcore
You can assign lights to light groups and then adjust their brightness after rendering, but I don't know of a way for LuxCore to do exactly what you're asking. Mainly because it's not "realistic" for a light source not to interact with a volume, and LuxCore generally does things in a physically correct way. Maybe someone else knows?
You could perhaps render 2 different scenes, one where volume objects and volumetric lights are disabled using Blender's collections/view layers, and then use the Blender compositor to combine the results. Again I feel I'm beyond my own knowledge here Sorry
Edit: Also it doesn't help that when I load your scene, viewport rendering works, but if I try to do a render Blender freezes for me. I just installed Linux so perhaps I still have some config to iron out... It only happens on this version of the scene though, the other one renders fine
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Re: Noob questions about luxcore
damn, then destroy that file immediately xDMartini wrote: ↑Thu Oct 24, 2019 7:09 am
Edit: Also it doesn't help that when I load your scene, viewport rendering works, but if I try to do a render Blender freezes for me. I just installed Linux so perhaps I still have some config to iron out... It only happens on this version of the scene though, the other one renders fine
I see what you mean, Thanks alot Martini!
Re: Noob questions about luxcore
It might be a bug in LuxCore, if you can reproduce it, can you create a bug report about it?
Re: Noob questions about luxcore
It seems to be related to Direct Light Sampling Cache (DLSC). If I turn that off, the render starts immediately. If I turn it on, I can see output in the console from Lux about SceneVisibility trace thread count: 16, then it freezes and I have to kill the blender process.
Code: Select all
[LuxCore][48.329] Configuring 16 CPU render threads
[LuxRays][48.330] Preprocessing DataSet
[LuxRays][48.330] Total vertex count: 3473
[LuxRays][48.330] Total triangle count: 1932
[LuxRays][48.330] Preprocessing DataSet done
[LuxRays][48.330] Adding DataSet accelerator: EMBREE
[LuxRays][48.330] Total vertex count: 3473
[LuxRays][48.330] Total triangle count: 1932
[LuxRays][48.335] EmbreeAccel build time: 5ms
[LuxCore][48.335] Building DirectLightSamplingCache
[LuxCore][48.335] DirectLightSamplingCache evaluating best radius
[LuxCore][48.451] DirectLightSamplingCache best radius: 108.451
[LuxCore][48.451] SceneVisibility trace thread count: 16
Right after starting the render: After going for about a minute you can see the time spent on each core increasing You can also see in the background that Blender has not even had a chance to update the render window contents after it opened. It still has the ghost of what was behind it
I am not sure exactly how DLSC is supposed to work, and whether it has problems when there are only 2 light sources and a Homogeneous World scattering volume. So I hesitate to call it a bug, perhaps it just is normal to have a really long compute time? I never used it. Let me know if you know.
Edit: added screenshots
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Re: Noob questions about luxcore
What is the size of your scene ? In what unit are working ?
108.451 is a sky high value, have you changed some default value ?
Code: Select all
[LuxCore][48.451] DirectLightSamplingCache best radius: 108.451
Re: Noob questions about luxcore
I don't know, sorry. I am rendering the scene that crazerep posted above ^^^Dade wrote: ↑Fri Oct 25, 2019 10:32 am What is the size of your scene ? In what unit are working ?
108.451 is a sky high value, have you changed some default value ?Code: Select all
[LuxCore][48.451] DirectLightSamplingCache best radius: 108.451
There is only a ground plane and 2 objects plus 2 lights ..
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