Sharlybg wrote: ↑Wed Oct 24, 2018 11:19 am
Cache entry radius : The bigger the scene the bigger the number
Could we automatically compute this? (Maybe from scene bounding box)
If yes, we could show a multiplier to the user for those cases where the auto-computed value has to be adjusted.
I think that some tooltips and a remark on the documentation could be a good start helping users understanding how to setup the renderer.
I prefer documented freedom instead hardcoded tricks... or a button that switch from the automatic mode to an "advanced" one where you have all the options visible.
and now i'm like 'overwhelmed' ... got to grok for some time - let thoughts settle down, sink in... but i also need a confirmation... i have to feel clear-minded of all the complexities to 'explain it in simple terms.'
ain't easy to follow R&D in CGI field
loosing it a bit
It is loosely inspired by this but they are (probably) using the photon map to extract the data while I have to build everything from scratch for obvious reasons (I don't have a photon map).
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It is loosely inspired by this but they are (probably) using the photon map to extract the data while I have to build everything from scratch for obvious reasons (I don't have a photon map).
Wow, respect for the work done and thank you for this 'photon VS RT' info, totally missed that...
I assume then, since you followed the principle, behavior is the same?
(It feels pretty much so)
This one seem to be a hard scenario case for DLSC. Don't know wich settings will fix theses artifact. I only play with warmup samples and entry radius. Fom my perspective DLSC should be simply avoid in case of heavy indirect lit 3D scene. But i'm curious to see wich settings could work for this one :
Sharlybg wrote: ↑Sun Dec 02, 2018 9:33 pm
This one seem to be a hard scenario case for DLSC. Don't know wich settings will fix theses artifact. I only play with warmup samples and entry radius. Fom my perspective DLSC should be simply avoid in case of heavy indirect lit 3D scene. But i'm curious to see wich settings could work for this one :
Do I have to change something in the attached scene ? If I run the scene as it is, it seems to work fine in LuxCoreUI:
and Blender:
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You have to let it run an hour or more to see artifact. Anyway yesterday on my home rig artifact were more strong easy to spot. And today after updating on the firm rig i've to render for an hour to easily spot every splotches. But i remenber i had done the update before doing test yesterday .... will try when back home.
here the result one hour :
artifact underlined:
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