Search found 2275 matches

by B.Y.O.B.
Tue Jul 23, 2019 3:04 pm
Forum: General Discussion
Topic: AMD Radeon 5700XT not ready yet?
Replies: 5
Views: 103

Re: AMD Radeon 5700XT not ready yet?

Generally there's ~ 10000 AMD devs for whole PC & GPU line VS 11500 NVidia devs for just the GPU line... do the math. It's hard to overcome all this when even drivers are most often an issue. But performance is there. I don't think that more people automatically mean more/better output. It depends ...
by B.Y.O.B.
Tue Jul 23, 2019 12:08 pm
Forum: User Support
Topic: Warning: SetThreadGroupAffinity failed
Replies: 4
Views: 62

Re: Warning: SetThreadGroupAffinity failed

This warning comes from OIDN, you could try looking into their docs or opening an issue in their repository to ask about it.
by B.Y.O.B.
Mon Jul 22, 2019 10:26 am
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 164
Views: 6388

Re: Env. Light Visibility Cache

Maybe we can devise an algorithm that detects which kind of env. light accelerator (none, single map, cache) would be best for the scene?
Shoot 1000 rays in all directions from the camera and check how many hit the infinite light?
by B.Y.O.B.
Mon Jul 22, 2019 8:55 am
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 164
Views: 6388

Re: Env. Light Visibility Cache

Thanks for your feedback lacilaci. I agree with you, while testing the vismap cache, after a while I wished we had portals. Besides the arguments you made, with portals you also don't have to worry about persistent caching in animations (which only works if nothing moves). Maybe a case can be made t...
by B.Y.O.B.
Sun Jul 21, 2019 8:08 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 164
Views: 6388

Re: Env. Light Visibility Cache

Just according to my feelings, the cache is enabled by default,if use opencl. Trust me, I wrote the code. By default, only the old single visibility map is used. https://github.com/LuxCoreRender/BlendLuxCore/blob/56157c7b381104c600ef3ab192098d1e16afb96d/properties/light.py#L86 But maybe I misunders...
by B.Y.O.B.
Sun Jul 21, 2019 7:49 pm
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 164
Views: 6388

Re: Env. Light Visibility Cache

Does the cache work by default? No need to choose options here? No, you have to go into the world settings, performance panel, and switch the map type from "single" to "cache". But if you add normal map to the material,luxcore produces an error: "PathOCLBase kernel compilation error". Can you post ...
by B.Y.O.B.
Sun Jul 21, 2019 9:48 am
Forum: Finished Work
Topic: Semi Classic Bedroom
Replies: 8
Views: 221

Re: Semi Classic Bedroom

giri_dc wrote:
Sun Jul 21, 2019 9:25 am
i've enabled "gpu's performance only" and my scene can't stop when rendering process on 100% (for example, i set rendering time = 5 minutes and then error/not responding when i cancel this process)
Any error messages in the console? (Window -> Toggle System Console)
Can you send me the scene?
by B.Y.O.B.
Sun Jul 21, 2019 8:31 am
Forum: User Support
Topic: Stuck following tutorial on volumetric caustics
Replies: 5
Views: 130

Re: Stuck following tutorial on volumetric caustics

Sorry, I should have mentioned that my render was denoised (with OIDN, available in v2.2beta2).
After the render is done, click on the passes dropdown in the image editor and switch it from "Combined" to "DENOISED".
by B.Y.O.B.
Sun Jul 21, 2019 12:44 am
Forum: User Support
Topic: Stuck following tutorial on volumetric caustics
Replies: 5
Views: 130

Re: Stuck following tutorial on volumetric caustics

If you just want a spotlight + fog in a black environment, you can use a much simpler setup than in the tutorial (you don't need the "fog box"). Set a homogeneous volume as world volume (this will be used as interior/exterior volume on all unconnected volume sockets). For the glass, use a clear inte...
by B.Y.O.B.
Sat Jul 20, 2019 5:44 pm
Forum: User Support
Topic: Error: OpenCl viewport render doesn't work
Replies: 14
Views: 203

Re: Error: OpenCl viewport render doesn't work

Is there more to the log? Usually it should contain a traceback with the line of code that's failing.