LuxMark v4.0alpha0

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Dade
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LuxMark v4.0alpha0

Post by Dade » Tue Oct 08, 2019 9:46 am

With the release of LuxCoreRender v2.2, it is time to release also a new LuxMark version. You can find the details of this new release here: https://wiki.luxcorerender.org/LuxMark_v4

This version, instead of differentiating the benchmarks by scene complexity, is now using different render engines:
  • A micro-kernel based OpenCL path tracer with/without Global Illumination cache;
  • A C++ path tracer with/without Global Illumination cache;
  • An hybrid OpenCL for GPUs and C++ for CPUs path tracer with/without Global Illumination cache;
  • A C++ Bidirectional path tracer with a Metropolis–Hastings sampler.
LuxMark, once released, is traditionally untouched for many years so now is the right time for suggesting new features/etc.

Image

Binaries

- Windows 64bit: https://github.com/LuxCoreRender/LuxMar ... -win64.zip (Note: you have to install the Microsoft Visual C++ Redistributable for Visual Studio 2017 in order to run the Windows executable)

- Linux 64bit: https://github.com/LuxCoreRender/LuxMar ... 64.tar.bz2 (Note: You have to install Qt5 from your distribution in order to run the Linux executable)
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Re: LuxMark v4.0alpha0

Post by Sharlybg » Tue Oct 08, 2019 10:47 am

Good news. thanks you.

Sorry is it possible to much the original lighting off second scene ? like that :

download/file.php?id=4187&mode=view

Also is tonemapping the same ?
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Re: LuxMark v4.0alpha0

Post by Dade » Tue Oct 08, 2019 1:09 pm

Sharlybg wrote:
Tue Oct 08, 2019 10:47 am
Sorry is it possible to much the original lighting off second scene ? like that :

download/file.php?id=4187&mode=view

Also is tonemapping the same ?
It is this scene https://github.com/LuxCoreRender/LuxCor ... /HallBench unmodified.

If you are using some kind of Blender post-processing, it can not be replicated in LuxCore/LuxMark, it needs to be done using only LuxCore tone mapping/post-processing features. If you give me an updated version, I will use it.
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Re: LuxMark v4.0alpha0

Post by Sharlybg » Tue Oct 08, 2019 5:17 pm

My main concern is about the very sharp shadow. The original scene i had provide don't suffer from this one.

maybe BYOB can explain as he make some modification to the scene before upload : viewtopic.php?f=6&t=1047&start=30
B.Y.O.B. wrote:
Sun May 05, 2019 12:06 pm
Dade wrote:
Thu May 02, 2019 11:12 pm
Update the GitHub version if you want.
Ok.
Is there a reason why the light was changed to create much sharper shadows now?
I'll try to change it so the reference.png is more similar to what Sharlybg showed in this picture. Most of the difference probably comes from the missing Blender compositor corrections.
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Re: LuxMark v4.0alpha0

Post by Sharlybg » Sun Oct 13, 2019 3:06 pm

Please BYOB can we fix the lighting issue with the hall scene ? This current lighting don't make a great advertising for the engine. And it should be an easy fix.
My problem is that it is a little bit harder for me to re-upload easily a file of this size currently.
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Re: LuxMark v4.0alpha0

Post by Dade » Sun Oct 13, 2019 3:10 pm

Sharlybg wrote:
Sun Oct 13, 2019 3:06 pm
Please BYOB can we fix the lighting issue with the hall scene ? This current lighting don't make a great advertising for the engine. And it should be an easy fix.
My problem is that it is a little bit harder for me to re-upload easily a file of this size currently.
Just put here a link to the .blend but you have to export the scene and do a rendering with LuxCoreUI to check that you are not using some Blender-only setting.
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Re: LuxMark v4.0alpha0

Post by Sharlybg » Sun Oct 13, 2019 4:49 pm

Just put here a link to the .blend but you have to export the scene and do a rendering with LuxCoreUI to check that you are not using some Blender-only setting.
Just remenber BYOB want some change on it but if not a crucial requirement here is the original file :

https://drive.google.com/open?id=1oxDcI ... fk0Z3NdZnz
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Re: LuxMark v4.0alpha0

Post by B.Y.O.B. » Sun Oct 13, 2019 9:22 pm

I'll look into it when I have time.

By the way, I also have a version of the wallpaper scene that uses Path OpenCL + light tracing, so it wouldn't have to be a CPU-only benchmark.
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Re: LuxMark v4.0alpha0

Post by Dade » Sun Oct 13, 2019 9:39 pm

B.Y.O.B. wrote:
Sun Oct 13, 2019 9:22 pm
By the way, I also have a version of the wallpaper scene that uses Path OpenCL + light tracing, so it wouldn't have to be a CPU-only benchmark.
I was thinking to include hybrid rendering but how to you weights the GPU+CPU performance ? One doesn't eye tracing, the other does light tracing, have the samples/sec the same value ? At the moment the using the total samples/sec is highly unbalanced toward the GPUs performance.
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Re: LuxMark v4.0alpha0

Post by B.Y.O.B. » Sun Oct 13, 2019 9:53 pm

Dade wrote:
Sun Oct 13, 2019 9:39 pm
I was thinking to include hybrid rendering but how to you weights the GPU+CPU performance ?
Hm, true, it's not really suited for a benchmark.
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