Search found 1124 matches

by lacilaci
Mon Jul 22, 2019 11:59 am
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 161
Views: 6206

Re: Env. Light Visibility Cache

Sharlybg wrote:
Mon Jul 22, 2019 11:30 am
However I'm not sure about cache, if those patches can't be fixed it's unreliable and I would not risk using it at all
Can you provide a small scene that show the issue ?
What do you mean? The scene is in the attachment where I posted some results.
by lacilaci
Mon Jul 22, 2019 10:52 am
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 161
Views: 6206

Re: Env. Light Visibility Cache

Maybe we can devise an algorithm that detects which kind of env. light accelerator (none, single map, cache) would be best for the scene? Shoot 1000 rays in all directions from the camera and check how many hit the infinite light? I can see something like that for none VS single map cases. So that ...
by lacilaci
Mon Jul 22, 2019 9:44 am
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 161
Views: 6206

Re: Env. Light Visibility Cache

I understand the point of moving the default setting to none by default. It is the way to go as Luxcore community will mostly be composed of new Users. But the new cache work very well in case it was designed for ( Interior scene lit by small to average opening). Also the 1min or less building time...
by lacilaci
Mon Jul 22, 2019 7:56 am
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 161
Views: 6206

Re: Env. Light Visibility Cache

IMHO... Simply put, GI & Environment Caches are not intended nor designed for direct lit aka "open" or "outdoor" scenes. Performance hit can also be experienced in Corona & VRay. 'Just, don't use sports car to plow the fields.' :| Well, my assumption is that the cache/vis.map exists in stead of por...
by lacilaci
Mon Jul 22, 2019 6:56 am
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 161
Views: 6206

Re: Env. Light Visibility Cache

Ok, Here are some of my findings in a testscene where it works on both cpu and opencl (previous errors and crashes I posted happen on a big scene) First test is luxcore with different settings for visibility map against cycles with and without portals I set halt conditions for luxcore to 1 minute wh...
by lacilaci
Mon Jul 22, 2019 4:45 am
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 161
Views: 6206

Re: Env. Light Visibility Cache

First of all, this error:
PathOCL_kernel_compilation_error.jpg
aaand on cpu this one:
cpu_access_violation.jpg
by lacilaci
Sun Jul 21, 2019 3:16 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 161
Views: 6206

Re: Env. Light Visibility Cache

Dade wrote:
Sun Jul 21, 2019 12:50 pm
I added the OpenCL support for Env. Light Visibility Cache, it now works with GPUs too.

P.S. 3 days to find a damn bug (who ended to be not related to Env. Light Visibility Cache at all) :roll:
will give it some proper testrun tomorrow...
fingers crossed
by lacilaci
Sat Jul 20, 2019 9:24 am
Forum: General Discussion
Topic: CGI tech news box
Replies: 118
Views: 32300

Re: CGI tech news box

by lacilaci
Fri Jul 19, 2019 1:24 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 161
Views: 6206

Re: Env. Light Visibility Cache

Had anyone crashes using Env cache map in huge scenes with many light sources? I had one (that I can't share) that crashes everytime, sometime few seconds after the start of rendering phase...sometimes after the compiling kernel. I'm writing here cause disabling the cache option stop to crash. I'm ...
by lacilaci
Thu Jul 18, 2019 6:23 am
Forum: Finished Work
Topic: Semi Classic Bedroom
Replies: 8
Views: 203

Re: Semi Classic Bedroom

nice! Rendering time : 27 minutes (CPU path, i've tried openCL but crashed :D ) Did you disable the integrated intel gpu when rendering with opencl? I think it's enabled by default and it causes trouble. I think there should be some auto-check and disable every integrated gpu and luxcore should list...