kintuX wrote: ↑Mon Nov 26, 2018 7:31 pm
Oh, Halt Samples & Tilepath Samples per Pass must have common factor. Ok, it's clear now
Yes, tiles are atomic unit of tile rendering, the amount of samples are "size x size x AA x AA" and they are all rendered in a single step (so halt SPP must be multiply of the "AA x AA" to have a complete last pass).
Not the CPU but GPU literally renders all tile samples with one thread for each sample
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kintuX wrote: ↑Mon Nov 26, 2018 8:08 pm
PS
I was also thinking that with Tilepath it could be better to define number of passes which would then determine the number of Halt Samples.
ie.
User defines:
AA Samples = x
Halt Passes = y
then gets automatically
Halt Samples = z = x^2 * y
This would be possible, but I'm not sure if it's worth spending time implementing this - tile path is more a niche feature in my opinion.
Also, it's one more abstraction to maintain (in the future).
But if someone wants to do it, I'll be happy to review the code.
If you think an "absolute beginner" can do it... then I would love to, for my own sake. Sort of personal challenge.
kintuX wrote: ↑Mon Nov 26, 2018 7:31 pm
Oh, Halt Samples & Tilepath Samples per Pass must have common factor. Ok, it's clear now
Yes, tiles are atomic unit of tile rendering, the amount of samples are "size x size x AA x AA" and they are all rendered in a single step (so halt SPP must be multiply of the "AA x AA" to have a complete last pass).
Not the CPU but GPU literally renders all tile samples with one thread for each sample
Atomic, yes! Nice to know this.
So rare to read, hear that in real, meaningful context.
kintuX wrote: ↑Wed Nov 28, 2018 11:23 pm
If you think an "absolute beginner" can do it... then I would love to, for my own sake. Sort of personal challenge.
Beginner level Python should be enough. The harder part is to find all the files where you need to change code. And you have to invest a bit of time into programming and testing everything.
I guess for dust you would need the world Z coordinate as input instead of the camera direction? So an arbitrary normal input like in Cycles' fresnel node would be good.
One problem I see is that in LuxCore's material system, we don't have a vector datatype so far (only float and color). I asked Dade once how we should handle this, if the color datatype should be used for vectors as well or if we need a new vector datatype, but he didn't answer yet IIRC. https://github.com/LuxCoreRender/LuxCor ... -425663520
B.Y.O.B. wrote: ↑Sun Mar 03, 2019 8:31 pm
One problem I see is that in LuxCore's material system, we don't have a vector datatype so far (only float and color). I asked Dade once how we should handle this, if the color datatype should be used for vectors as well or if we need a new vector datatype, but he didn't answer yet IIRC. https://github.com/LuxCoreRender/LuxCor ... -425663520
We are already using color data type as vector for normal mapping. We have basically float1 and float3 data types.
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I guess for dust you would need the world Z coordinate as input instead of the camera direction? So an arbitrary normal input like in Cycles' fresnel node would be good.
I'm not a great expert about the tech behind such kind of things. I mostly don't like too complexe shader node to achieve basic natural effect.One of the reason i don't like cycles node system and node tricks.I think tools should allow artist to concentrate on art . So my point is that if you can yourself produce this effect (the principle) with luxcore node system and provide us the how to do i'm ok
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