Search found 778 matches

by Dade
Sat Jun 23, 2018 11:29 am
Forum: User Support
Topic: Backface diffuse texture
Replies: 3
Views: 88

Re: Backface diffuse texture

B.Y.O.B. wrote:
Sat Jun 23, 2018 11:22 am
On topic: To be honest I have no idea, Dade can probably explain.
LuxCore materials are, at the moment, what old Lux add and they are in need of a huge overhaul. It is a big chapter on its own and it will probably be opened after the next releases (i.e. after light cache part I/II).
by Dade
Fri Jun 22, 2018 9:16 am
Forum: Development
Topic: LuxCoreRenderer for light measurement
Replies: 1
Views: 92

Re: LuxCoreRenderer for light measurement

I wanted to ask if (and how) it is possible to use LuxCoreRenderer to get information about the Light (quantity and color) that arrives in a specified point somehwere in a scene using the global illumination algorithms implemented in the renderer. The points of measurement I want to use are not bou...
by Dade
Wed Jun 20, 2018 6:51 pm
Forum: Development
Topic: Direct Light Sampling Cache (aka Light cache part I)
Replies: 20
Views: 1117

Re: Direct Light Sampling Cache (aka Light cache part I)

Asticles wrote:
Wed Jun 20, 2018 3:36 pm
So, with scenes with only an hdr will not be benefit?
Yes, it is a single light source so something intended to accelerated many light sources renderings is useless. "Many" can be a quite small value as shown in my second test with a single cube but one single light source is really too small.
by Dade
Wed Jun 20, 2018 1:01 pm
Forum: Development
Topic: Direct Light Sampling Cache (aka Light cache part I)
Replies: 20
Views: 1117

Re: Direct Light Sampling Cache (aka Light cache part I)

The DLSC adds to the startup time, in more complex scenes it needs a few seconds to build. So the older light strategies will still be useful if a scene does not benefit from DLSC and/or if you need very short render times and the startup cost is higher than the payoff. Yes, for the above reason, i...
by Dade
Wed Jun 20, 2018 10:49 am
Forum: Development
Topic: Direct Light Sampling Cache (aka Light cache part I)
Replies: 20
Views: 1117

Re: Direct Light Sampling Cache (aka Light cache part I)

Sharlybg wrote:
Fri Jun 15, 2018 10:57 am
In scenes with many light sources, this method should be vastly superior to the current generic light strategy.
So with LC1 we remove light strategy completely (no need to keep it) ?
DLSC is implemented like a new light strategy. It can be selected like any other strategy.
by Dade
Wed Jun 20, 2018 10:37 am
Forum: Development
Topic: Direct Light Sampling Cache (aka Light cache part I)
Replies: 20
Views: 1117

Re: Direct Light Sampling Cache (aka Light cache part I)

This is the first rendering with DLSC enabled: dlsc.jpg It can do a huge difference with many local lights as expected but the results can be good also in some really simple scene. Disabled: im2.jpg Enabled: im1.jpg And as a bonus some nice "little spheres anywhere" debug rendering: debug.jpg
by Dade
Wed Jun 20, 2018 10:31 am
Forum: User Support
Topic: LuxBlend 2.1 alpha 1 - can't enable addon
Replies: 6
Views: 256

Re: LuxBlend 2.1 alpha 1 - can't enable addon

Yes, I've tried the non-OCL version as well, without any success. This seems to suggest that the problem is not related to OpenCL. Are you using some Blender international setting (like international fonts or any not US/Western related setting) ? Could you tell me a source of LuxMark please? http:/...
by Dade
Tue Jun 19, 2018 7:56 pm
Forum: User Support
Topic: LuxBlend 2.1 alpha 1 - can't enable addon
Replies: 6
Views: 256

Re: LuxBlend 2.1 alpha 1 - can't enable addon

lighting_freak wrote:
Tue Jun 19, 2018 4:52 pm
I'm using the machine that shows this issue in remote desktop mode only.
Might that be somehow the root cause of this issue?
OpenCL/OpenGL may have troubles working with remote desktop, does LuxMark work with remote desktop ? Have you tried to use the no-opencl version of BlendLuxCore ?
by Dade
Mon Jun 11, 2018 4:24 pm
Forum: Development
Topic: Direct Light Sampling Cache (aka Light cache part I)
Replies: 20
Views: 1117

Re: Direct Light Sampling Cache (aka Light cache part I)

another thought that is somewhat related (I think) tungsten and pbrt v3 both use a spatial light cache, albeit not exactly what you're doing. tungsten is using solid angle sampling iirc which is supposed to help calculate things faster. I believe pbrt v3 even has solid angle sampling of triangles i...
by Dade
Mon Jun 11, 2018 10:21 am
Forum: Development
Topic: Direct Light Sampling Cache (aka Light cache part I)
Replies: 20
Views: 1117

Re: Direct Light Sampling Cache (aka Light cache part I)

DLSC is mostly intended to reduce noise when there are many light sources however, one of the results I will able to obtain, it is to disable direct light sampling for entries that are totally in shadow. This allows me to avoid to trace a shadow ray and speed up the rendering (i.e. less nose, more s...