Direct Light cache: how to avoid splotches?
Posted: Fri Nov 16, 2018 8:57 am
Hi guys,
I'd like to share a real job I did for my company.
It's a good small project and I'd like to test LuxCore in a "easy" manageable project to reduce production risks.
I have to say that it was a good experience...the main difficult part was to be as much productive as I could reducing the "how should I do that kind of shader or what render options" phase.
Now, as subject, I have a question for you.
I decided to use Direct Light Cache as I would have a real lighting scenario (actually the main reason is that is not possible to use "real" invisible area lights) and as you can see I have a lot splotches in the scene.
I've tried to raise the warmup samples number (I've tried up to 512 without any visual improvements) but it seems that it's not the reason for that.
What should I tweak to eliminate it?
I've tried using the LogPower strategy and it's fine but it has more noise.
I really like to use the DLSC but I'd like to understand more how it works and which kind of settings I should tweak for best results. About the lighting I have an emissive material with DLSC option enabled and the material is assigned just to this triangle (a question: when I have a sub material like this, the triangle count for lighting is just with poligon assigned with emissive material or all the main object?)
I'd like to share a real job I did for my company.
It's a good small project and I'd like to test LuxCore in a "easy" manageable project to reduce production risks.
I have to say that it was a good experience...the main difficult part was to be as much productive as I could reducing the "how should I do that kind of shader or what render options" phase.
Now, as subject, I have a question for you.
I decided to use Direct Light Cache as I would have a real lighting scenario (actually the main reason is that is not possible to use "real" invisible area lights) and as you can see I have a lot splotches in the scene.
I've tried to raise the warmup samples number (I've tried up to 512 without any visual improvements) but it seems that it's not the reason for that.
What should I tweak to eliminate it?
I've tried using the LogPower strategy and it's fine but it has more noise.
I really like to use the DLSC but I'd like to understand more how it works and which kind of settings I should tweak for best results. About the lighting I have an emissive material with DLSC option enabled and the material is assigned just to this triangle (a question: when I have a sub material like this, the triangle count for lighting is just with poligon assigned with emissive material or all the main object?)