The difference is huge as expected but you are still using only 6,000 samples, right ?
Search found 2797 matches
- Mon Jul 02, 2018 1:45 pm
- Forum: User Support
- Topic: Direct Light cache: hit rate not good
- Replies: 29
- Views: 3613
- 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 ...
- 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).
- 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...
- 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...
- 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.
- 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 ...
- 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 ...
- 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)
Ok, lightstrategy.targetcachehitratio is now between [0, 1] like other parameters.B.Y.O.B. wrote: ↑Thu Jun 28, 2018 4:25 pmI 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
- 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...