He does but visibility map is one single global result (it would need a local entry like DLSC: one map for each point). A local visibility map would be far more effective in general but it would require a LOT of ram.
DLSC test
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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: DLSC test
Re: DLSC test
Are there some performance improvenents planned for dlcs calculation? In a scene with several lightbulbs (thick glass) I lowered entry count 10x and raised entry radius to 60cm and yet it takes forever to start remdering. I shut down blender after 4 minutes.
Re: DLSC test
For your thick glass use architectural glass. And be aware that DLCS is suitable for night render.lacilaci wrote: ↑Sun Oct 14, 2018 10:13 am Are there some performance improvenents planned for dlcs calculation? In a scene with several lightbulbs (thick glass) I lowered entry count 10x and raised entry radius to 60cm and yet it takes forever to start remdering. I shut down blender after 4 minutes.
Re: DLSC test
Architectural looks wrong.. This goes back to the missing feature hiding objects and lights from diffuse/reflection/camera...Sharlybg wrote: ↑Sun Oct 14, 2018 10:37 amFor your thick glass use architectural glass. And be aware that DLCS is suitable for night render.lacilaci wrote: ↑Sun Oct 14, 2018 10:13 am Are there some performance improvenents planned for dlcs calculation? In a scene with several lightbulbs (thick glass) I lowered entry count 10x and raised entry radius to 60cm and yet it takes forever to start remdering. I shut down blender after 4 minutes.
Re: DLSC test
DLCS is for direct light. With emitter mesh enclosed in glass with high IOR will give hard to compute indirect light and caustics rays for simple path tracer. So switch to bidirectional engine.Architectural looks wrong.. This goes back to the missing feature hiding objects and lights from diffuse/reflection/camera...
But for me arch glass + path can easily solve the problem. Even transparent light bulb in real life use architectural glass ( just increase reflection to match your need)
https://www.google.com/search?q=transpa ... 0M_ioeoBDM
Re: DLSC test
think about this. Being able to disable diffuse/specular/glossy/shadow and camera visibility for meshes and lights, I could create lightbulb that would have it's internals glowing and being reflected but not emiting light(disabled diffuse)
and then a simplified mesh around the bulb that would have light material and disabled camera visibility and shadow and reflection visibility.
This way I could use many lights and benefit from dlcs but it would also be very optimized.
This is a very powerful tool that allows not only for great in camera artistic controls but also allows incredible optimizations that cannot be recognized as "fake" without actual reference.
Right now it seems while dlcs can help with many lights. It still struggles with many complex lights. I can try to find out if there i ls something specific about my scene setup that causes the issue, but I feel like I'm fighting the renderer, instead of the renderer just doing what I want.
and then a simplified mesh around the bulb that would have light material and disabled camera visibility and shadow and reflection visibility.
This way I could use many lights and benefit from dlcs but it would also be very optimized.
This is a very powerful tool that allows not only for great in camera artistic controls but also allows incredible optimizations that cannot be recognized as "fake" without actual reference.
Right now it seems while dlcs can help with many lights. It still struggles with many complex lights. I can try to find out if there i ls something specific about my scene setup that causes the issue, but I feel like I'm fighting the renderer, instead of the renderer just doing what I want.
Re: DLSC test
I'll see if archglass will actually help and get back to this..Sharlybg wrote: ↑Sun Oct 14, 2018 1:47 pmDLCS is for direct light. With emitter mesh enclosed in glass with high IOR will give hard to compute indirect light and caustics rays for simple path tracer. So switch to bidirectional engine.Architectural looks wrong.. This goes back to the missing feature hiding objects and lights from diffuse/reflection/camera...
But for me arch glass + path can easily solve the problem. Even transparent light bulb in real life use architectural glass ( just increase reflection to match your need)
https://www.google.com/search?q=transpa ... 0M_ioeoBDM
Re: DLSC test
Please show me an image reference of what you want to achieve + your actual render.
Re: DLSC test
What do you mean? I want lightbulbs to light the scene(or part of it)
In attachment is the geometry(hidden glass mesh) You can see that since it's dense mesh the light count is high, that's ok...
And sure, if I want thick glass DLCS won't go through the glass cause it cannot be hidden for diffuse rays.
However even if I use archglass and dlcs works it is very slow even for one lightbulb and a plane...
So my question is what I need to do to use this light bulb(several of them) as a ligtsource
Re: DLSC test
I mean your final Goal. wich kind of render output you want to achieve.