B.Y.O.B. wrote: ↑Thu Aug 02, 2018 2:42 pm
lacilaci wrote: ↑Thu Aug 02, 2018 2:22 pm
Interesting, how does it work when I have in the frame 50% exterior but also look into interior/building. Would the visibility map favor complex GI in interior or somehow magicaly balance the sampling?
Can you post a 3D model or diagram of what you have in mind? Not sure what you mean exactly.
lacilaci wrote: ↑Thu Aug 02, 2018 2:22 pm
And can't I have both refraction and reflection but no shadow/GI samples from glass?
In LuxCore, objects always cast shadows and contribute to GI, you can't turn that off individually.
(You can separately limit the path depth of diffuse, glossy and specular rays in some of the engines like Path, but that's probably not what you mean)
Sure, screenshot from blender in attachment. It's a situation where I don't know if portals or visibility map can make good balance.
Scene is currently made for cycles and in blender 2.8. But now that the project is nearing final stage, cycles performance falls apart totally with the addition of not fitting into 6GB Vram and on cpu it's just pain making 4K render on 4770K cpu last about 2+ hours (heavily relying on denoising).
Sorry for kinda stealing the thread to ask stupid questions Sharlybg
I agree however the only way to make these scenes work efficiently seems to be GI caching of secondary bounces to make cpu rendering fast and to be able to use all system ram as other than cars and product shots don't fit onto gpu memory anyway.
I can't convert this scene as it is 2.8 and that's not backwards compatible. But I'll probably do next personal project using luxcore, meanwhile I'll keep an eye on Sharly's works here cause it seems closest to what I'm doing.