Search found 2797 matches

by Dade
Mon Jul 02, 2018 1:45 pm
Forum: User Support
Topic: Direct Light cache: hit rate not good
Replies: 29
Views: 3613

Re: Direct Light cache: hit rate not good

marcatore wrote:
Mon Jul 02, 2018 12:19 pm
In any case, about visual, this is the same render with Log Power light strategy.
The difference is huge as expected but you are still using only 6,000 samples, right ?
by Dade
Mon Jul 02, 2018 11:28 am
Forum: User Support
Topic: Direct Light cache: hit rate not good
Replies: 29
Views: 3613

Re: Direct Light cache: hit rate not good

This is a render without sun&sky and with path depths set to 1 (total depth, diffuse, glossy and specular to 1) But how is the difference between cache On Vs. Off in this case ? The "circles" and "the dirty patches" (i.e. high noise) you see on some wall, is exactly the result of "not enough cache ...
by Dade
Mon Jul 02, 2018 10:17 am
Forum: User Support
Topic: Direct Light cache: hit rate not good
Replies: 29
Views: 3613

Re: Direct Light cache: hit rate not good

BTW, for testing purpose, you can also do the rendering with direct light only (i.e. setting the PATHCPU max. depth to 1).
by Dade
Mon Jul 02, 2018 10:16 am
Forum: User Support
Topic: Direct Light cache: hit rate not good
Replies: 29
Views: 3613

Re: Direct Light cache: hit rate not good

- 82 area lights from the lights projector + sun outside Your area lights are made of how many triangles ? - the default cache samples number is probably too high because it calculate cache forever...it's really really slow and after 15 minutes I closed blender. That image is rendered with 6000 max...
by Dade
Mon Jul 02, 2018 8:30 am
Forum: User Support
Topic: Direct Light cache: hit rate not good
Replies: 29
Views: 3613

Re: Direct Light cache: hit rate not good

I'm testing the new light strategy. I got this warning in the log: [LuxCore][4031.706] WARNING: direct light sampling cache hit rate is not good en ough: 80.2728% What should I do to increase the hit rate? The code will add entries, to the cache up, to when the threshold hit rate (lightstrategy.tar...
by Dade
Mon Jul 02, 2018 8:01 am
Forum: User Support
Topic: Light Group Issue
Replies: 5
Views: 1143

Re: Light Group Issue

I should have fixed the problem.
by Dade
Fri Jun 29, 2018 4:16 pm
Forum: News
Topic: LuxCoreRender v2.1alpha2 released
Replies: 19
Views: 7154

LuxCoreRender v2.1alpha2 released

Alpha2 released New LuxCoreRender v2.1alpha2 release is available. v2.1 release notes are available here: https://wiki.luxcorerender.org/LuxCoreRender_Release_Notes_v2.1 Direct Light Sampling Cache dlsc.jpg This release includes the first version of DLSC. It is available for CPU rendering modes as ...
by Dade
Fri Jun 29, 2018 1:28 pm
Forum: User Support
Topic: Do not start the GPU
Replies: 3
Views: 1058

Re: Do not start the GPU

OS: Elementary OS GPUs: GeForce GTX 1060 3GB (GPU 0) The addon runs without errors. The Patch + Opencl mode uses only the CPU. LuxCore Device Setting: Enabled GPU and CPU. How so? What can be done? Does it happen in all scenes or just one ? Does LuxMark work fine ? It looks like your OpenCl driver ...
by Dade
Fri Jun 29, 2018 7:59 am
Forum: Development
Topic: Direct Light Sampling Cache (aka Light cache part I)
Replies: 44
Views: 15775

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

B.Y.O.B. wrote:
Thu Jun 28, 2018 4:25 pm
I find it a bit weird that the targetCacheHitRatio is expressed as a percentage in range 0..100, while all the others are in range 0..1 :?:

Code: Select all

lightstrategy.targetcachehitratio = 99.5
Ok, lightstrategy.targetcachehitratio is now between [0, 1] like other parameters.
by Dade
Fri Jun 29, 2018 7:44 am
Forum: User Support
Topic: glass parameters
Replies: 6
Views: 1578

Re: glass parameters

I think I begin to understand. So based on Fresnel equation the transmission and reflection for perfect glass is calculated, and then multiplied by the respective factors kt or kr. Right? Yes, correct. Can you give me rough values for kt and kr for let's say normal window glass? 0.95, 0.9? I'm doin...