Search found 4711 matches

by Dade
Thu Aug 29, 2019 9:11 am
Forum: Computer Graphic News
Topic: CGI tech news box
Replies: 242
Views: 225935

Re: CGI tech news box

Ondra Karlik (corona) on caustics: https://www.youtube.com/watch?v=OEU-Ksg9wls Quite funny as it is exactly what I have done (with the additional scenario of heterogeneous CPU/GPU workload). The only missing part is the SDS paths and, while they seem to have used vertex merging, I'm planning, at th...
by Dade
Wed Aug 28, 2019 8:41 pm
Forum: Development
Topic: Ideas for Multithreaded Metropolis
Replies: 4
Views: 2569

Re: Ideas for Multithreaded Metropolis

[...] 1 c result evaluation after all threads finished generates Z new large mutations start conditions [...] Samples can have a very variable cost and, in your scenario, all threads will be "hostages" of (i.e. will have to wait) the one with the more time consuming work: the CPU load wil...
by Dade
Wed Aug 28, 2019 1:00 pm
Forum: Computer Graphic News
Topic: CGI tech news box
Replies: 242
Views: 225935

Re: CGI tech news box

lacilaci wrote: Wed Aug 28, 2019 11:52 am But pathguiding is for cpu only, right?
Yes (and, for instance, for indirect light, PhotonGI is a lot faster than any path guiding can ever be).
by Dade
Tue Aug 27, 2019 11:00 am
Forum: Works in Progress
Topic: Different Works in Progress
Replies: 232
Views: 143458

Re: Different Works in Progress

Exactly. The question is, why ate they more than available and render still run. If the stats are accurate, swap most likely. The performance would probably suffer pretty badly, though VRAM-RAM-swapping? Never observed with my old graphic cards. In much earlier LuxCoreRender versions not enough VRA...
by Dade
Tue Aug 27, 2019 10:08 am
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 517488

Re: BlendLuxCore Development

acasta69 wrote: Tue Aug 27, 2019 9:54 am I'll also need access to the BlendLuxCore repo to set up the pipeline files.
You (and all platform/OS maintainers) should have now access to BlendLuxCore repository.
by Dade
Mon Aug 26, 2019 1:24 pm
Forum: User Support
Topic: lines, glass and denoising
Replies: 3
Views: 1644

Re: lines, glass and denoising

Now, if I remember correctly those lines have something to do with how gpu samples stuff and they disappear after a while... Yes it is due to Sobol "quasi-random" nature and how the work is partitioned in OpenCL (i.e. in strips of 16 pixels). The patterns should disappear like normal nois...
by Dade
Mon Aug 26, 2019 9:33 am
Forum: User Support
Topic: Material Null generates Visible Edges and Intersections
Replies: 10
Views: 4923

Re: Material Null generates Visible Edges and Intersections

The problem is quite easy to explain: the eye ray hits a front face however it doesn't detect the hit with the very near (on the edges) back face (due to numerical precision). The result is a volume segment between the front face and the far camera clipping plane instead of between the front and bac...
by Dade
Mon Aug 26, 2019 8:38 am
Forum: User Support
Topic: Material Null generates Visible Edges and Intersections
Replies: 10
Views: 4923

Re: Material Null generates Visible Edges and Intersections

I don't know how Blender works but are you using an array of cubes instead of a single big cube :?:

cubes.jpg

In this case, you are going to have a lot of problem with all the overlapped faces, (lack of) numerical precision will do a mess of your scene. Why aren't you using a single big cube ?
by Dade
Mon Aug 26, 2019 8:30 am
Forum: User Support
Topic: Finding a good noise level
Replies: 4
Views: 2848

Re: Finding a good noise level

I have a fairly simple scene with volumetric caustics that I've been rendering at a fixed number of samples, and I thought I would try using the "noise level" halt condition, but I have no idea how to pick a sensible target value. I started with the default value of 5, and the render kept...
by Dade
Sat Aug 24, 2019 1:13 pm
Forum: Development
Topic: Reworked Direct Light Sampling Cache (aka DLSC)
Replies: 15
Views: 8213

Re: Reworked Direct Light Sampling Cache (aka DLSC)

This is for large amount of emitters and other situations don't benefit from this? It is useful as soon as you have more than one light source and the light sources illuminated area doesn't overlap a lot. For instance, this is a rendering with 4 spot lights and default light strategy, 8 samples/pix...