Search found 125 matches

by bartek_zgo
Mon Sep 15, 2025 12:27 pm
Forum: Development
Topic: Camera Motion Blur
Replies: 2
Views: 42896

Re: Camera Motion Blur

It looks that I have found the bug. Generally the globalDir has infinite values if orig == target. In that case globalDir has to be taken from motionSystem.

@@ -258,8 +258,14 @@ void PerspectiveCamera::GetPDF(const Ray &eyeRay, const float eyeDistance,
const float filmX, const float filmY,
float ...
by bartek_zgo
Fri Sep 12, 2025 12:19 pm
Forum: Development
Topic: Camera Motion Blur
Replies: 2
Views: 42896

Camera Motion Blur

Hi Guys,
does anyone is familiar with CAMERA motion blur.
I was trying to set it up using Blender. But it looks that it does not set scene.camera.motion. I'm not able to make it working with blender.
So I'm trying to set it up using code.
I've checked two approaches.
1. I set static camera using ...
by bartek_zgo
Mon Jun 30, 2025 12:58 pm
Forum: Development
Topic: gamma correction influences luminance
Replies: 1
Views: 91374

gamma correction influences luminance

Hey Guys Could you be so kind and explain to me the last part of this formula taken from the Luxcore code.
src\slg\film\imagepipeline\plugins\tonemaps\luxlinear.cpp:

float LuxLinearToneMap::GetScale(const float gamma) const {
return exposure / (fstop * fstop) * sensitivity * .65f / 10.f * powf ...
by bartek_zgo
Tue Jun 10, 2025 8:43 am
Forum: User Support
Topic: animation settings
Replies: 51
Views: 182879

Re: animation settings

It looks that I have solved the issue.
The problem was with serialization and desalinization of causticPhotonsBVH.
It was missing photonTracedCount in serialization.

So when the cache was loaded from file, Luxcore was taking random number of photons. If the number was smaller than array size, the ...
by bartek_zgo
Fri Jun 06, 2025 1:30 pm
Forum: User Support
Topic: animation settings
Replies: 51
Views: 182879

Re: animation settings

In my opinion he is loading cache. There is no messages in log about building the cache and in Preproces() funcion I made a small chage:

if (boost::filesystem::exists(params.persistent.fileName)) {
// Load the cache from the file
LoadPersistentCache(params.persistent.fileName ...
by bartek_zgo
Fri Jun 06, 2025 11:06 am
Forum: User Support
Topic: animation settings
Replies: 51
Views: 182879

Re: animation settings

Hi Guys,
now I have simplified the problem. I have a scene (find in attachments) that I start using Luxcore UI. I start it 3 times and I get 3 different results. So the seed is constant, camera position is constant. I thought that the PhotonGI cache should resolve flickering issues but it looks that ...
by bartek_zgo
Thu Jun 05, 2025 2:12 pm
Forum: User Support
Topic: animation settings
Replies: 51
Views: 182879

Re: animation settings

I simplified the problem to one machine:
Render first frame and make luxcore save the pgi file.
while(noAllFramesRendered)
{
start render of next frame
make luxcore load pgi file
after frame is finished close luxcore
}

Some frames are correct some are not.
So it looks that loading pgi file from ...
by bartek_zgo
Thu Jun 05, 2025 1:25 pm
Forum: User Support
Topic: animation settings
Replies: 51
Views: 182879

Re: animation settings

I'm working with daros on animation issues. We are trying to activate photongi cache. We have found a very strange behavior when rendering frames on multiple machines.
1. If we start animation with photongi cache disabled the result is correct but the render is very slow.
2. If we enable photnongi ...
by bartek_zgo
Fri May 03, 2024 11:47 am
Forum: User Support
Topic: OpenVDB instancing
Replies: 0
Views: 100748

OpenVDB instancing

Hi Guys,
I want to ask if there is some way to create more instances of the same VDB volume in an efficient way.
I have following volume definition:

scene.textures.VDB_density_texture.type = "densitygrid"
scene.textures.VDB_density_texture.nx = 295
scene.textures.VDB_density_texture.ny = 519
scene ...
by bartek_zgo
Tue Oct 17, 2023 8:53 am
Forum: Development
Topic: low sample level
Replies: 1
Views: 38592

Re: low sample level

On question.
I have a loop that checks session->HasDone()
Do I have to call session->Stop() when the render ends and HasDone() returns true?