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 ...
Search found 122 matches
- Tue Jun 10, 2025 8:43 am
- Forum: User Support
- Topic: animation settings
- Replies: 34
- Views: 14114
- Fri Jun 06, 2025 1:30 pm
- Forum: User Support
- Topic: animation settings
- Replies: 34
- Views: 14114
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 ...
if (boost::filesystem::exists(params.persistent.fileName)) {
// Load the cache from the file
LoadPersistentCache(params.persistent.fileName ...
- Fri Jun 06, 2025 11:06 am
- Forum: User Support
- Topic: animation settings
- Replies: 34
- Views: 14114
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 ...
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 ...
- Thu Jun 05, 2025 2:12 pm
- Forum: User Support
- Topic: animation settings
- Replies: 34
- Views: 14114
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 ...
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 ...
- Thu Jun 05, 2025 1:25 pm
- Forum: User Support
- Topic: animation settings
- Replies: 34
- Views: 14114
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 ...
1. If we start animation with photongi cache disabled the result is correct but the render is very slow.
2. If we enable photnongi ...
- Fri May 03, 2024 11:47 am
- Forum: User Support
- Topic: OpenVDB instancing
- Replies: 0
- Views: 46253
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 ...
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 ...
- Tue Oct 17, 2023 8:53 am
- Forum: Development
- Topic: low sample level
- Replies: 1
- Views: 16660
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?
I have a loop that checks session->HasDone()
Do I have to call session->Stop() when the render ends and HasDone() returns true?
- Tue Oct 17, 2023 6:48 am
- Forum: Development
- Topic: low sample level
- Replies: 1
- Views: 16660
low sample level
Hi Guys,
I have a strange issue. We are trying to render an animation. For some reason some of the frames have low sample level. I will explain in detail.
I load the whole scene. I set the camera position for current frame. I set desired sample level in session config and start render. I can see the ...
I have a strange issue. We are trying to render an animation. For some reason some of the frames have low sample level. I will explain in detail.
I load the whole scene. I set the camera position for current frame. I set desired sample level in session config and start render. I can see the ...
- Mon Sep 04, 2023 10:19 am
- Forum: Development
- Topic: BeginSceneEdit takes ages to execute
- Replies: 10
- Views: 38806
Re: BeginSceneEdit takes ages to execute
Hi guys. Finally I've found the solution.
The ray that is passed to Embree library has Nan in origin and direction. That makes embree library scan all geometry.
So the solution is to add:
if (isnan(ray->o.x) || isnan(ray->o.y) || isnan(ray->o.z) || isnan(ray->d.x) || isnan(ray->d.y) || isnan(ray ...
The ray that is passed to Embree library has Nan in origin and direction. That makes embree library scan all geometry.
So the solution is to add:
if (isnan(ray->o.x) || isnan(ray->o.y) || isnan(ray->o.z) || isnan(ray->d.x) || isnan(ray->d.y) || isnan(ray ...
- Fri Aug 18, 2023 9:17 am
- Forum: Development
- Topic: BeginSceneEdit takes ages to execute
- Replies: 10
- Views: 38806
Re: BeginSceneEdit takes ages to execute
First of all I wanted to say that I have recompiled luxcore with embree 4.2. It doesn't change anything with my issue.
I want to show you a short video that shows the problem.
https://we.tl/t-HRjU1pQohr
At the beginning of the video, I move the camera and I can see the result of render in few ...
I want to show you a short video that shows the problem.
https://we.tl/t-HRjU1pQohr
At the beginning of the video, I move the camera and I can see the result of render in few ...