Vray adaptive lightlacilaci wrote: ↑Thu Dec 06, 2018 12:04 pm Hmm.. So apparently, corona's own new light solver (that helps with the same situations as this direct light cache should) is still not working 100% and is disabled by default. Cycles's lithttree is also still not implemented(I'm not even sure if it is being worked on still). So this makes me think if there is a fully working and tested solution for huge amount of lights..?
Direct Light cache: how to avoid splotches?
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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: Direct Light cache: how to avoid splotches?
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Re: Direct Light cache: how to avoid splotches?
while not a production renderer and more just a hobby project, psychopath renderer by cessen has an implementation of a light tree. this was also the first renderer I saw implement an open source version of a light tree to aid in direct light sampling. he did a blog post or 2 about it on psychopath.io, and it was even good enough to earn him a nod in an academic paper on the topic.
Re: Direct Light cache: how to avoid splotches?
Thank you Dade...and now transparent materials
Re: Direct Light cache: how to avoid splotches?
Done, this is direct light only:
and this with GI:
Re: Direct Light cache: how to avoid splotches?
Impressive what are the DLSC settings for this ?Done, this is direct light only:
Re: Direct Light cache: how to avoid splotches?
The defaults, I only raised the warmup samples because the default value (12) is really low. I'm thinking to rise the default.
P.S. for the record, it is a scene with 11,000+ light sources.
Re: Direct Light cache: how to avoid splotches?
11k lights sources .P.S. for the record, it is a scene with 11,000+ light sources.
How can we update this new code ?
Re: Direct Light cache: how to avoid splotches?
Please Dade can you test the new code with AMD and my problematic scene here ? :
viewtopic.php?f=5&t=675&start=10
viewtopic.php?f=5&t=675&start=10
Re: Direct Light cache: how to avoid splotches?
I think that the sign on the left is the main problem.
I added on the fly cause I had to finish in hurry and I didn't think to optimize it.
The lights on the track on the ceiling should fine. The emissive material is assigned to just a triangle.
Could you confirm that , expect the logo sign, the lamps are well setup?
EDIT: I saw that on the floor (visually on the bottom part of the image) there is some bright pixels. I can't understand if it's correct or not... the mesh under the fur should have a dark material assigned.
Re: Direct Light cache: how to avoid splotches?
It is working fine for me (but it was also before with my Linux + very old (stable) AMD drivers I never upgrade ... because they work).Sharlybg wrote: ↑Sun Dec 09, 2018 8:20 pm Please Dade can you test the new code with AMD and my problematic scene here ? :
viewtopic.php?f=5&t=675&start=10
To test the new code you have only to replace the pyluxcore.pyd file on your HD with the one included in the daily build: https://github.com/LuxCoreRender/LuxCor ... tag/latest