Search found 821 matches

by B.Y.O.B.
Wed Jun 20, 2018 4:33 pm
Forum: User Support
Topic: how to interpret the absorption depth value
Replies: 6
Views: 154

Re: how to interpret the absorption depth value

Currently, using the world scale is more or less pointless. I explained why in another thread: usually you use it to pretend that 1.0 as a float number is not 1 meter, for the sole reason that floating point precision is limited. So BlendLuxCore should do it like Cycles and ignore the world scale va...
by B.Y.O.B.
Wed Jun 20, 2018 4:27 pm
Forum: User Support
Topic: Error after 17h rendering
Replies: 10
Views: 229

Re: Error after 17h rendering

Please open a new thread, or even better: a github issue.
And attach a scene that shows the problem.
by B.Y.O.B.
Wed Jun 20, 2018 12:02 pm
Forum: Development
Topic: Direct Light Sampling Cache (aka Light cache part I)
Replies: 20
Views: 1031

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

Is there any reason to keep the older light strategy ? Or do you think there are some lighting scenario where older light strategy could perform better ? 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 ...
by B.Y.O.B.
Wed Jun 20, 2018 10:43 am
Forum: User Support
Topic: how to interpret the absorption depth value
Replies: 6
Views: 154

Re: how to interpret the absorption depth value

Once we're in that topic, is the volume diffusion parametre set also dependent on the worldscale? You mean the scattering? I don't think it is dependent on worldscale, if I remember correctly it is just a probability (unitless). I think the mapping nodes (in material) also deal somehow dimensions a...
by B.Y.O.B.
Tue Jun 19, 2018 5:37 pm
Forum: User Support
Topic: how to interpret the absorption depth value
Replies: 6
Views: 154

Re: how to interpret the absorption depth value

I think you found a bug in BlendLuxCore. It is caused by the world scale. If I set world scale to 1 and scale everything to have the values you used, it works correctly. I have the feeling that this is the easiest way to find bugs: change worldscale and then test a few things, and boom you found a b...
by B.Y.O.B.
Mon Jun 18, 2018 10:42 pm
Forum: User Support
Topic: Denoised output
Replies: 4
Views: 89

Re: Denoised output

By the way, here is the reason why I implemented it this way: Consider what would happen if the denoised image should appear instead of the noisy image in the "Combined" pass. There are a few possibilities: Show the noisy image until the denoiser is run for the first time, then show the denoised ima...
by B.Y.O.B.
Mon Jun 18, 2018 9:58 pm
Forum: User Support
Topic: Denoised output
Replies: 4
Views: 89

Re: Denoised output

Can you be more precise?
What do you want to achieve?

You can use the DENOISED output like any other color output - view it with a viewer node, save it to disk with a file output node, or mix it through some crazy node setup.
by B.Y.O.B.
Mon Jun 18, 2018 7:37 pm
Forum: User Support
Topic: Caustics / Dispersion of Light
Replies: 7
Views: 117

Re: Caustics / Dispersion of Light

It works with any light, but you need a tight beam of nearly parallel light rays for a result like in the image you linked. If you want to use a sun light, you can do it like Newton and let the sun shine into a room through a tiny hole. (and combine this with the lightshaft setup I posted above, so ...