Search found 492 matches

by epilectrolytics
Sat Aug 17, 2019 12:58 pm
Forum: User Support
Topic: dark juice
Replies: 75
Views: 645

Re: dark juice

I just realized that path depth is the most important part with this juice case . When I tried your scene with path sobol (path depth 30 all types) it was very confusing to see it were the diffuse bounces doing the trick. Apparently multiscattering in a volume is constrained by diffuse path depth! ...
by epilectrolytics
Tue Aug 06, 2019 9:12 pm
Forum: User Support
Topic: Light tracing and pool
Replies: 23
Views: 419

Re: Light tracing and pool

lacilaci wrote:
Tue Aug 06, 2019 8:52 pm
did you simply subdivide the sphere?
Yep :P
by epilectrolytics
Tue Aug 06, 2019 8:30 pm
Forum: User Support
Topic: Light tracing and pool
Replies: 23
Views: 419

Re: Light tracing and pool

Sure, this is the scene I'm testing all the possibilities in: poolCaustics_testscene.blend Thanks! Sadly I'm not able to get any better results :( First I tried PathCPU+Metro (no PGI). In order to speed up things, I reduced path depth, set relative sun size to 4, roughness of glossy materials to 0....
by epilectrolytics
Tue Aug 06, 2019 4:15 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 288
Views: 9764

Re: Env. Light Visibility Cache

lacilaci wrote:
Tue Aug 06, 2019 1:34 pm
So the main question is... can this be done faster?
I guess all cache building starts with a visibility pass?
Maybe in case of PGI and ELVC the same first pass could be used for both to save time (combined building of separate caches)?
by epilectrolytics
Tue Aug 06, 2019 12:25 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 637
Views: 72348

Re: BlendLuxCore Development

For camera animation only persistent cache is needed, which is exposed for PGI but not ELVC yet. For object animation we would need periodic indirect PGI which is not implemented at all, and for visibility cache I assume the same, I think @kintuX tested animating visibility cache and there was visib...
by epilectrolytics
Tue Aug 06, 2019 11:39 am
Forum: Development
Topic: BlendLuxCore Development
Replies: 637
Views: 72348

Re: BlendLuxCore Development

Now with single visibility map gone animation will be slower because Env.visibility cache takes longer to build.
It would help when the persistent visibility cache option could be exposed in blender 2.79 maintenance.
by epilectrolytics
Tue Aug 06, 2019 11:27 am
Forum: User Support
Topic: Light tracing and pool
Replies: 23
Views: 419

Re: Light tracing and pool

now look what we got here!!! PATHCPU! + Metropolis: Yes, somehow PathCPU metro does faster pool caustics than BiDir, the other solution would be caustic cache. From what I read you figured out everything yourself already, but if you might provide a scene with the wave bump texture I could do some t...
by epilectrolytics
Thu Aug 01, 2019 3:00 pm
Forum: Development
Topic: Hybrid Back/Forward path tracing (aka BiDir without MIS)
Replies: 211
Views: 7692

Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)

For testing hardly reproducible stuff like this it would be great to have Hybrid established as accessible engine in LuxCoreUI (HybridCPU & HybridOCL) with partition and glossiness threshold as parameters within the engine editor.
by epilectrolytics
Thu Aug 01, 2019 12:04 pm
Forum: Development
Topic: Hybrid Back/Forward path tracing (aka BiDir without MIS)
Replies: 211
Views: 7692

Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)

I have: 1) downloaded the latest daily build binaries for Windows (https://github.com/LuxCoreRender/LuxCore/releases/download/latest/luxcorerender-latest-win64-opencl.zip); 2) downloaded your test scene (https://forums.luxcorerender.org/download/file.php?id=5288); 3) done multiple renders with LuxC...
by epilectrolytics
Wed Jul 31, 2019 6:01 pm
Forum: Development
Topic: Hybrid Back/Forward path tracing (aka BiDir without MIS)
Replies: 211
Views: 7692

Re: Hybrid Back/Forward path tracing (aka BiDir without MIS)

Seems there's even a difference between PT CPU vs PT OCL. I should have fixed this problem. Testing the latest build from today I can confirm that PathCPU and PathOCL now show same caustic brightness. Regarding the "caustics getting too bright, sometimes during render" issue I found out this: Scree...