Direct Light Sampling Cache (aka Light cache part I)

Discussion related to the LuxCore functionality, implementations and API.
User avatar
FarbigeWelt
Donor
Posts: 1014
Joined: Sun Jul 01, 2018 12:07 pm
Location: Switzerland
Contact:

Re: Direct Light Sampling Cache (aka Light cache part I)

Post by FarbigeWelt » Mon Nov 19, 2018 9:18 pm

Okay, I agree, it is still not perfect but it is an improvement.
Regular Spectrum, CPU Path, DLSC, point lamp, Arch. Glass, 1.5 HD, 500 Samples, r0.1, norm angle 0.1
Regular Spectrum, CPU Path, DLSC, point lamp, Arch. Glass, 1.5 HD, 500 Samples, r0.1, norm angle 0.1
Regular Spectrum, CPU Path, DLSC, point lamp, Settings
Regular Spectrum, CPU Path, DLSC, point lamp, Settings
Regular Spectrum, CPU Path, DLSC, point lamp, Statistics
Regular Spectrum, CPU Path, DLSC, point lamp, Statistics
If there only were the option of irregular spectrum input for point lamps..
(I have the feeling this option would add some tasty extra, especially for interior space images.)
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
Windows 10 Pro 64 || 2x16 Cores, AMD Ryzen 3950X @3.5GHz, 64 GB RAM, DDR4 @3.2 GHz
2x openCL, AMD Radeon RX 5700 XT, 8 GB VRAM || Gfp = SFFT Gflops

User avatar
lacilaci
Donor
Posts: 1968
Joined: Fri May 04, 2018 5:16 am

Re: Direct Light Sampling Cache (aka Light cache part I)

Post by lacilaci » Mon Nov 26, 2018 7:08 pm

ok, time to be annoying again. How's the gi caching coming?

User avatar
Dade
Developer
Posts: 5343
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Direct Light Sampling Cache (aka Light cache part I)

Post by Dade » Thu Apr 04, 2019 2:54 pm

DLSC now automatically estimated the best radius if lightstrategy.entry.radius is set to 0.0. So it works like PhotonGI and there is no more need to worry about picking the right radius by hand.
Support LuxCoreRender project with salts and bounties

marcatore
Donor
Posts: 452
Joined: Wed Jan 10, 2018 8:04 am

Re: Direct Light Sampling Cache (aka Light cache part I)

Post by marcatore » Thu Apr 04, 2019 2:55 pm

Could we test it just downloading the next daily build?

User avatar
Dade
Developer
Posts: 5343
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Direct Light Sampling Cache (aka Light cache part I)

Post by Dade » Thu Apr 04, 2019 3:06 pm

marcatore wrote:
Thu Apr 04, 2019 2:55 pm
Could we test it just downloading the next daily build?
Yes, if you just set the radius manually to 0.0 (if it is allowed by BlendLuxCore). However, I have not yet changed anything else (I started from more obvious things to borrow from PhotonGI): it is a only "quality of life feature".

P.S. Has anyone a simple test scene showing the splotches problem with glossy material ?
Support LuxCoreRender project with salts and bounties

User avatar
Sharlybg
Donor
Posts: 2794
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: Direct Light Sampling Cache (aka Light cache part I)

Post by Sharlybg » Wed May 12, 2021 4:56 pm

Can someone clear my brain a bit about DLSC parameter meaning and impact on rendering quality/cache Computing speed :
It happen that each time i try to use it it take forever to compute and it look more intensive compared to PGI.
DLSC.jpg
Support LuxCoreRender project with salts and bounties

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

Post Reply