Sharlybg wrote: ↑Mon Dec 09, 2019 3:57 pm
The problem i'm mentioning is very obvious. please just open the file switch to viewport render and just change render engine from luxcore to cycles and back.
See the speed in convergence.
RTPATHCPU is used for view port rendering while PATHCPU is used for final renders. They are 2 different render engines, the first is optimized for fast editing, the second for rendering.
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Another test No caching. just an area light. Max bounce = 4 for both. look how strong lux shadow are while cycles look more softer. Not saying that cycles look better just wondering if this have to do with some kind of trick under the hood ?
Just applied the same knowledge of adaptive on the porsche scene. small improvement but Cycles is miles ahead. like we miss something in open 3D space.
same time/CPU
Lux
Cycles
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Sharlybg wrote: ↑Mon Dec 09, 2019 3:23 pm
Note that shader are the same.
Does Cycles have Russian Roulette ?
Anyway, an analysis must start from simple cases: use a point light and use direct light only (and don't run the test for only 7 seconds or even a microscopic difference in export/start up time can make a huge difference in only 7 seconds).
Russian roulette isn't exposed in blendluxcore i think. Also if it is the key feature affecting rendertime like that can we make this feature adaptative ?
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The rr is little biased, but it's not strongly visible in other scenes than heavy complex light paths. For an example my camera scene with solid glass lenses, the aperture blades were behind 5'th lens and they became invisible with extreme rr.