Light emitting instances
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: Light emitting instances
My post was about the handling of light-emitting meshes inside LuxCore. I didn't mean that you should merge the instances.
Re: Light emitting instances
Sorry for the misunderstanding B.Y.O.B. , thanks.B.Y.O.B. wrote: Thu Feb 18, 2021 4:28 pm My post was about the handling of light-emitting meshes inside LuxCore. I didn't mean that you should merge the instances.
Re: Light emitting instances
Hi Dade, so the reason why get about 3 minutes and half for parsing+light preprocessing for 32 millions lightsources is probably because we are running Lux under CPU, right?Dade wrote: Thu Feb 18, 2021 12:06 pmI'm running the test with 4500 particles. The result is:Sharlybg wrote: Wed Feb 17, 2021 3:24 pm Play with the number in green to increase or reduce instances (Put 150 or 1500 to not process forever)
So 82secs before starting the rendering and most of the time is consumed by:Code: Select all
# LuxCoreRender v2.5beta1 2021/02/18 0be225772cddcc30bb7e34ad41b2d5f533618ebb # # 82 secs total: # [LuxCore][82.654] [GammaCorrectionPlugin] Kernels compilation time: 0ms # # 32secs parsing: # [SDL][32.150] Scene objects count: 4502 # # 35secs light preprocessing: # [LuxRays][44.217] Total triangle count: 17860024 # [LuxRays][44.227] EmbreeAccel build time: 9ms # [LuxCore][52.774] Light step #1 preprocessing time: 8.54706secs # [LuxCore][54.918] Light step #2 preprocessing time: 2.14381secs # [LuxCore][74.839] Light step #3 preprocessing time: 19.9207secs # [LuxCore][74.839] Light step #4 preprocessing time: 3.69549e-05secs # [LuxCore][80.045] Light step #5 preprocessing time: 5.20684secs # [LuxCore][80.045] Light total preprocessing time: 35.8185secs
1) parsing (32secs)
2) light pre-processing (35secs)
Actually, with about 18,000,000 of light sources, the numbers are not so sky high. I will look into a way to accelerate the 2 expansive steps but it may be not easy given the innate serial nature of both.
Re: Light emitting instances
I think you can optimize it more. Gpu vs Cpu can give you a big advantage.
In my personal project, i will never use this much light at the same time instead i use bigger light with more segments, not the exact same but LuxCore uses every segment as a different light emitter source.
Like in this render, all done with mesh light and just in 120 seconds. Of course, too many lights will take too much time to process.
In my personal project, i will never use this much light at the same time instead i use bigger light with more segments, not the exact same but LuxCore uses every segment as a different light emitter source.
Like in this render, all done with mesh light and just in 120 seconds. Of course, too many lights will take too much time to process.
Omid Ghotbi (TAO)
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Re: Light emitting instances
Strangelly with Cycles there is almost no processing time. With this blend file you can switch to Cycles and see how fast it is : download/file.php?id=9583
Re: Light emitting instances
I tried a scene with 1.000.000 lights in 3dsmax, and it takes no time to translate, and with 80 sec of rendering is pretty good looking.
i used particles as light sources and material light emission. so all lights are cube mesh light sources.
Omid Ghotbi (TAO)
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Re: Light emitting instances
The previous test scene uses a sphere with ~4000 triangles as particle. It is a huge difference when compared to the 12 triangles of a cube.TAO wrote: Fri Feb 19, 2021 10:12 am i used particles as light sources and material light emission. so all lights are cube mesh light sources.
Re: Light emitting instances
Yes, Cycles starts to render immediately with this scene.Sharlybg wrote: Fri Feb 19, 2021 9:59 am Strangelly with Cycles there is almost no processing time. With this blend file you can switch to Cycles and see how fast it is : download/file.php?id=9583