BlendLuxCore warning:daros wrote: Tue Jun 10, 2025 4:55 pm Please do not replace emitter objects with different kinds of lights, try to keep it as it.
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The scene contains a lot of light sources (1111), performance might suffer (each triangle of a meshlight counts as a separate light)
I tried with BiDir and 128 samples and also PathOCL with all caches and 640 samples but couldn't get rid of the flicker (edit: with 2048 samples on GPU it is stable).
There is a BakeCPU engine in LuxCore that probably would be able to deal with such a setting, by baking caustics of many lights into diffuse emission materials and rendering later reflections only the result should theoretically be stable when animated, given the lighting does not change.
But BakeCPU is not accessible from Blender so that I cannot test it.