Search found 3441 matches

by B.Y.O.B.
Thu Jul 25, 2019 7:58 pm
Forum: User Support
Topic: big mirrors and fireflies
Replies: 64
Views: 22769

Re: big mirrors and fireflies

marcatore wrote: Thu Jul 25, 2019 7:38 pm Doing this tests I remember that I've already used spot lights but then I've changed to area light cause I dislike the sharp shadow that spot lights do.
You could use point lights with some radius > 0 to have smooth shadows, maybe with a spotlight IES profile to shape the cone.
by B.Y.O.B.
Thu Jul 25, 2019 10:49 am
Forum: User Support
Topic: big mirrors and fireflies
Replies: 64
Views: 22769

Re: big mirrors and fireflies

You should try to make the light invisible in indirect light. LuxCore has an option for that (not sure if it is exposed on Blender). Yes, it can be found in the "visibility" panel. Note that this panel is only visible for light sources where it makes sense: sun and hemi (infinite) lights....
by B.Y.O.B.
Thu Jul 25, 2019 7:39 am
Forum: Finished Work
Topic: Tutorial Brushed Steel
Replies: 4
Views: 3552

Re: Tutorial Brushed Steel

Thanks, I added it to the tutorial page in the wiki.
by B.Y.O.B.
Wed Jul 24, 2019 10:43 am
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 300
Views: 122966

Re: Env. Light Visibility Cache

We could also add an additional property that tells LuxCore what the full filmsize would be, even when using screenwindow for cropping (and potentially also the coordinates of the cropped area, in case that's important in the future). What do you think about this idea? Just using film.subregion wou...
by B.Y.O.B.
Wed Jul 24, 2019 9:19 am
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 300
Views: 122966

Re: Env. Light Visibility Cache

The only solution, I can think to, is a dedicated helper C++ function in pyluxcore do read the original buffer and fills a temporary buffer with only the cropped border area So LuxCore internally uses the full resolution for its framebuffers when using subregion? Isn't that kind of wasteful? If it'...
by B.Y.O.B.
Wed Jul 24, 2019 8:24 am
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 300
Views: 122966

Re: Env. Light Visibility Cache

Another issue I'm getting is when rendering region. It's very random it seems. Sometimes when I do region rendering with env.cache on I get this: This is was a general problem of automatic best radius evaluation affecting PhotonGI, ELVC and DLSC. The radius was seek as a percentage of image resolut...
by B.Y.O.B.
Tue Jul 23, 2019 3:04 pm
Forum: General Discussion
Topic: AMD Radeon 5700XT not ready yet?
Replies: 39
Views: 27649

Re: AMD Radeon 5700XT not ready yet?

Generally there's ~ 10000 AMD devs for whole PC & GPU line VS 11500 NVidia devs for just the GPU line... do the math. It's hard to overcome all this when even drivers are most often an issue. But performance is there. I don't think that more people automatically mean more/better output. It depe...
by B.Y.O.B.
Tue Jul 23, 2019 12:08 pm
Forum: User Support
Topic: Warning: SetThreadGroupAffinity failed
Replies: 8
Views: 3541

Re: Warning: SetThreadGroupAffinity failed

This warning comes from OIDN, you could try looking into their docs or opening an issue in their repository to ask about it.
by B.Y.O.B.
Mon Jul 22, 2019 10:26 am
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 300
Views: 122966

Re: Env. Light Visibility Cache

Maybe we can devise an algorithm that detects which kind of env. light accelerator (none, single map, cache) would be best for the scene?
Shoot 1000 rays in all directions from the camera and check how many hit the infinite light?
by B.Y.O.B.
Mon Jul 22, 2019 8:55 am
Forum: Development
Topic: Env. Light Visibility Cache
Replies: 300
Views: 122966

Re: Env. Light Visibility Cache

Thanks for your feedback lacilaci. I agree with you, while testing the vismap cache, after a while I wished we had portals. Besides the arguments you made, with portals you also don't have to worry about persistent caching in animations (which only works if nothing moves). Maybe a case can be made t...