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 ...
Search found 125 matches
- Mon Sep 15, 2025 12:27 pm
- Forum: Development
- Topic: Camera Motion Blur
- Replies: 2
- Views: 42896
- 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 ...
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 ...
- 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 ...
src\slg\film\imagepipeline\plugins\tonemaps\luxlinear.cpp:
float LuxLinearToneMap::GetScale(const float gamma) const {
return exposure / (fstop * fstop) * sensitivity * .65f / 10.f * powf ...
- 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 ...
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 ...
- 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
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: 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?
I have a loop that checks session->HasDone()
Do I have to call session->Stop() when the render ends and HasDone() returns true?