DLSC test

Use this forum for general user support and related questions.
marcatore
Posts: 133
Joined: Wed Jan 10, 2018 8:04 am

Re: DLSC test

Post by marcatore » Sun Sep 30, 2018 7:14 pm


kintuX
Posts: 263
Joined: Wed Jan 10, 2018 2:37 am

Re: DLCS test

Post by kintuX » Sun Sep 30, 2018 9:00 pm

marcatore wrote:
Sun Sep 30, 2018 12:27 pm
I've problem with DLCS.
This is what I've
Image

Lux2.1 alpha4 using GPU
All default settings


There are that blobs.
Any suggestions?
Don't use the synthetic Sky but HDRI/IBL.
Check more about it here: viewtopic.php?f=9&t=472&start=10#p4808

User avatar
lacilaci
Posts: 461
Joined: Fri May 04, 2018 5:16 am

Re: DLCS test

Post by lacilaci » Mon Oct 01, 2018 6:15 am

kintuX wrote:
Sun Sep 30, 2018 9:00 pm
marcatore wrote:
Sun Sep 30, 2018 12:27 pm
I've problem with DLCS.
This is what I've
Image

Lux2.1 alpha4 using GPU
All default settings


There are that blobs.
Any suggestions?
Don't use the synthetic Sky but HDRI/IBL.
Check more about it here: viewtopic.php?f=9&t=472&start=10#p4808
Well your own test there actually shows that it is not sky or hdri but a combination of sun and sky or hdri or flat color.

For example I rarely use HDRI cause they only make sense in some cases. For example in most archviz I do use sun and sky system, so what do I do if I want to use sun&sky and many interior lights that could benefit from DLCS?

kintuX
Posts: 263
Joined: Wed Jan 10, 2018 2:37 am

Re: DLCS test

Post by kintuX » Mon Oct 01, 2018 7:19 am

lacilaci wrote:
Mon Oct 01, 2018 6:15 am
Well your own test there actually shows that it is not sky or hdri but a combination of sun and sky or hdri or flat color.

For example I rarely use HDRI cause they only make sense in some cases. For example in most archviz I do use sun and sky system, so what do I do if I want to use sun&sky and many interior lights that could benefit from DLCS?
Well :) I did further tests after, with alpha3 on interior, and it appeared that, when using HDRI with Sun, those splotches were gone. True, I didn't post any results yet (because i didn't thoroughly test it further), but here's a quickie:
untitled.jpg
Had simply changed World's Sky for HDRI (HDRI 360° Saalfelden, Austria) --- Gain: 3000
Personally, i prefer HDRI/IBL simply because of artistic freedom.

User avatar
Sharlybg
Supporting Users
Posts: 885
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: DLSC test

Post by Sharlybg » Mon Oct 01, 2018 9:53 am

DLCS is not design for this kind of scene or i'm completly wrong :?:
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA

User avatar
B.Y.O.B.
Developer
Posts: 1825
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: DLSC test

Post by B.Y.O.B. » Mon Oct 01, 2018 9:58 am

Sharlybg wrote:
Mon Oct 01, 2018 9:53 am
DLCS is not design for this kind of scene or i'm completly wrong :?:
It should still not cause artifacts. Seems like a bug to me.
Support LuxCoreRender project with salts and bounties

User avatar
lacilaci
Posts: 461
Joined: Fri May 04, 2018 5:16 am

Re: DLSC test

Post by lacilaci » Mon Oct 01, 2018 10:24 am

maybe it's a problem of mostly uniform lighing that sky creates or completely uniform from flat color? Confusing lightcache?

User avatar
Sharlybg
Supporting Users
Posts: 885
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: DLSC test

Post by Sharlybg » Mon Oct 01, 2018 10:28 am

It should still not cause artifacts. Seems like a bug to me.
Yes of course ;)
I mean people should use correct tool for better perf ! if it is also cool if such test show buggs ;)
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA

User avatar
Dade
Developer
Posts: 1538
Joined: Mon Dec 04, 2017 8:36 pm

Re: DLSC test

Post by Dade » Mon Oct 01, 2018 10:49 am

lacilaci wrote:
Mon Oct 01, 2018 10:24 am
maybe it's a problem of mostly uniform lighing that sky creates or completely uniform from flat color? Confusing lightcache?
I think that is a sampling problem: DLSC trys to establish if the light is visible with very few rays (in order to speed up the pre-processing phase). But trying to establish if the Sky light source is visible with only ~16 rays can lead to false positive/negative in indoor scenes. I will check but I'm pretty sure this is the explanation.

The solution shouldn't be too complex: for instance I could handle Sky light as special case requiring more rays or always include Sky in the cache entry, etc.
Support LuxCoreRender project with salts and bounties

User avatar
B.Y.O.B.
Developer
Posts: 1825
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: DLSC test

Post by B.Y.O.B. » Mon Oct 01, 2018 10:51 am

Maybe the DLSC building phase could also use the visibility map, if it was computed?
Support LuxCoreRender project with salts and bounties

Post Reply