I cannot increase or decrease the light intensity, it's fixed for all the lights, i have tried hdr, area light, plane with emission material, sun and sky, point, spot and hemi light.
Also the clamp output (render settings) that kills the fireflies doesn't seem to work.
I am on windows 7, blender 2.79
Here is my first image with the new Luxcore(pathcpu+sobol):
Light intensity
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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: Light intensity
Common mistake, what you can't change is the automatic tonemapper (it adjusts together with light intensity cancelling out your changes).
Implementing the imagepipeline is still on the todo list and has yet to happen.
Implementing the imagepipeline is still on the todo list and has yet to happen.
Which engine? Have you tried multiple values? You have to adjust the clamp value to the brightness of your lights. If you have very dim lights, you need a low clamp value.
Re: Light intensity
BTW, LuxCoreUI has a simple procedure to estimate reasonable value for variance clamping:
https://github.com/LuxCoreRender/LuxCor ... w.cpp#L116
It is simply the average luminance of the rendered image multiplied * 10 (and than squared because we are talking of variance here). Intuitively, multiply the average luminance by 10 is like allowing a dynamic range of 10 in the rendering (the brighter pixel can be max. 10 times brighter than the average, this mean capping the intensity of fireflies).
BlendLuxCore could do the same, it can be done (on demand by pressing a button) during the rendering like it is done in LuxCoreUI or even during a view port rendering.
https://github.com/LuxCoreRender/LuxCor ... w.cpp#L116
It is simply the average luminance of the rendered image multiplied * 10 (and than squared because we are talking of variance here). Intuitively, multiply the average luminance by 10 is like allowing a dynamic range of 10 in the rendering (the brighter pixel can be max. 10 times brighter than the average, this mean capping the intensity of fireflies).
BlendLuxCore could do the same, it can be done (on demand by pressing a button) during the rendering like it is done in LuxCoreUI or even during a view port rendering.
Re: Light intensity
Thank you for the information Dade and B.Y.O.B.
The light is too dim so i had to lower a lot the clamping value, here is a result without the fireflies:
The light is too dim so i had to lower a lot the clamping value, here is a result without the fireflies:
Re: Light intensity
Also i want to ask if the clamp wrap in the imagemap node works?
I tried an example but it didn't work.
I tried an example but it didn't work.
Re: Light intensity
Yes, I checked and it should be in v2.0Alpha1 (alpha1 has been released 7 days ago while the the wrap code has been written 12 days ago). B.Y.O.B, does it work for you ?
Re: Light intensity
I was thinking to be able to do this with clamp, like it is in cycles (clip).
Cycles
Luxcore
Cycles
Luxcore
Re: Light intensity
Clamp in LuxCore works like OpenGL's "CLAMP_TO_EDGE": https://open.gl/textures
However in your screenshot it looks like the texture is repeated. Maybe wait for the next alpha release.
If all border pixels of your texture are in Cyan, your result with LuxCore clamp should be the same like Cycles' "clip".
However in your screenshot it looks like the texture is repeated. Maybe wait for the next alpha release.
If all border pixels of your texture are in Cyan, your result with LuxCore clamp should be the same like Cycles' "clip".
Re: Light intensity
The LuxCore version looks like a repeat even if the UI says clamp, can you post the test scene ?