Search found 4711 matches
- Thu Nov 25, 2021 12:27 pm
- Forum: User Support
- Topic: Noise Problems
- Replies: 1
- Views: 1443
Re: Noise Problems
I guess you have forgot to attach an image
- Wed Nov 24, 2021 5:09 pm
- Forum: Development
- Topic: OpenEXR Comilation Error - Linux
- Replies: 4
- Views: 1794
Re: OpenEXR Comilation Error - Linux
Just add a
to the file where you get the error.
Code: Select all
#include <limits>
- Wed Nov 17, 2021 2:29 pm
- Forum: Development
- Topic: Issues Building on MacOS Big Sur (11.4)
- Replies: 27
- Views: 7635
Re: Issues Building on MacOS Big Sur (11.4)
Does workgroup size need to be added to the compiler options hash? Also, if the device vendor changes the default workgroup size in a dirver update, do we need to catch this and force kernel recompilation? As far as I know it is not a kernel compiler option so it shouldn't be included in the hash. ...
- Wed Nov 17, 2021 12:38 pm
- Forum: Development
- Topic: Issues Building on MacOS Big Sur (11.4)
- Replies: 27
- Views: 7635
Re: Issues Building on MacOS Big Sur (11.4)
In other words: in order for me to get kernel recompilation to work in 11.6, I must go into the kernel cache folder for the appropriate device (~/luxcorerener.org/ocl_kernel_cache/....) and do `rm *.ocl` It is sounds like the (driver) bug is related to returning (or reading back) the binaries of co...
- Wed Nov 17, 2021 9:54 am
- Forum: User Support
- Topic: Black artifacts
- Replies: 18
- Views: 6308
Re: Black artifacts
It may be a driver version related problem. On Linux I have: +-----------------------------------------------------------------------------+ | NVIDIA-SMI 470.82.00 Driver Version: 470.82.00 CUDA Version: 11.4 | |-------------------------------+----------------------+----------------------+
- Tue Nov 16, 2021 4:28 pm
- Forum: User Support
- Topic: Black artifacts
- Replies: 18
- Views: 6308
Re: Black artifacts
I'm using Linux, I will try if there is something different with Windows. Do you get the same artifacts even if you render with only CPU ?
- Tue Nov 16, 2021 2:07 pm
- Forum: User Support
- Topic: How to solve Caustic Cache bright spot
- Replies: 5
- Views: 2058
Re: How to solve Caustic Cache bright spot
BTW is there any case where enabling Light tracing could fail resolving the bright photton spot ? The reflection on the glass table of caustics on the wall (aka SDS paths) may still show some splotch. It is hard to say in your render because it is too small. If you have that kind of problem, enable...
- Tue Nov 16, 2021 2:03 pm
- Forum: User Support
- Topic: How to solve Caustic Cache bright spot
- Replies: 5
- Views: 2058
Re: How to solve Caustic Cache bright spot
Light tracing should be always used to render normal caustics. Light tracing+Caustic cache should be used to render normal caustics+SDS paths.
Using Caustic cache to render both normal caustics and SDS paths requires often very high photon count and periodic cache update (i.e. long rendering times)
Using Caustic cache to render both normal caustics and SDS paths requires often very high photon count and periodic cache update (i.e. long rendering times)
- Tue Nov 16, 2021 10:07 am
- Forum: Development
- Topic: memory cleanup
- Replies: 7
- Views: 2140
Re: memory cleanup
Doesn't C# have a garbage collector like Java ? Automatic garbage collectors are a nasty thing: you free an object but the actual real memory is freed by the garbage collector some time after (or may be is re-used for a new object of the same type, etc.). You have very little control on the amount o...
- Tue Nov 16, 2021 10:00 am
- Forum: User Support
- Topic: How to solve Caustic Cache bright spot
- Replies: 5
- Views: 2058
Re: How to solve Caustic Cache bright spot
Do you have light tracing (aka hybrid rendering) enabled ?