lacilaci wrote: Tue May 28, 2019 7:32 am
I also wonder, why is the sunlit area noisy? Shouldn't that part be like instant clean?
Might be caused by the lightstrategy - my guess is that with "Power" or "DLSC" it would be clean much faster?
It is more related to this HDR and resolution of the visibility map: the HDR has a single pixel with a HUGE value (i.e. the sun) and having a map resolution high enough to aim the single pixel is not trivial. Using sun+infinite light (i.e. "extracting" the sun pixel from HDR) would produce an instant noise free rendering (this process could be done even automatically ).
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So does this mean that the artifacting around sunlight is cause envlightmap cache being built from limited resolution? Would I avoid these artifacts by using sun&sky or constant color + sun?
lacilaci wrote: Tue May 28, 2019 10:01 am
So does this mean that the artifacting around sunlight is cause envlightmap cache being built from limited resolution? Would I avoid these artifacts by using sun&sky or constant color + sun?
Yup.
If Simon add the enable flag to Blender, you can try it.
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B.Y.O.B. wrote: Tue May 28, 2019 10:43 am
Does the cache replace the old visibility map, or should both still be available in the UI?
It doesn't, it is an additional option (the pre-processing require far more time and memory than the old visibility map, so the old could be still useful).
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