I don't know how the Metropolis algorithm chooses its generated Random numbers. Actually if it works with a seed number it should always produce the same series of generated random numbers. A developer should be able to check this.
Did you already check if your scene contains lamps with many emissive triangles?
Maybe it helps a lot regarding reproducible renders if you normalize Importance for each lamp. This means to divide 1 by the number of light sources (amount of triangle s of an object). The default lights like spot or point get an Importance of 1; the area lamp gets an Importance of 0.5 (it has two tingles); objects with an emissive Material get 1/numberoftriangles.
However this approach may need a lot of samples to converge.. but does it anyway if there are many lights in a scene.
animation settings
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Re: animation settings
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Re: animation settings
The kind of light also is important, if you want comparable brightness define lights as physics not as artistics. I prefer to define brightness of lamps in lumen.
EDIT (facts you probably know well)
Another big influence on the brightness of light is its area.
A further influence is the maximal angle a light emits its rays.
EDIT (facts you probably know well)
Another big influence on the brightness of light is its area.
A further influence is the maximal angle a light emits its rays.
Light and Word designing Creator - aka quantenkristall || #luxcorerender
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Re: animation settings
Yes, our scenes often contain objects with lots of emissive triangles. This is one of th reasons why we stick on bidir, because it normally handles millions of emissive triangles + caustics and so on without any issues. Tomorrow i revise the light importance idea but it seems to me something which sould be in charge of bidir+metropolis.FarbigeWelt wrote: Tue Jul 01, 2025 8:17 am I don't know how the Metropolis algorithm chooses its generated Random numbers. Actually if it works with a seed number it should always produce the same series of generated random numbers. A developer should be able to check this.
Did you already check if your scene contains lamps with many emissive triangles?
Maybe it helps a lot regarding reproducible renders if you normalize Importance for each lamp. This means to divide 1 by the number of light sources (amount of triangle s of an object). The default lights like spot or point get an Importance of 1; the area lamp gets an Importance of 0.5 (it has two tingles); objects with an emissive Material get 1/numberoftriangles.
However this approach may need a lot of samples to converge.. but does it anyway if there are many lights in a scene.
Re: animation settings
Yes, we use only lifelike values for emitters and even for the sky. We did a series empiric measurements of sky and sun intensites at different hours and conditions and used that data to set-up our scenes. All matched with film sensitivity lenses luminosity and all that stuff. Regarding the brightness of the light related to the area of the amitting surface, this should be only in case if you use Lux variables insted of Lumen values, or not?FarbigeWelt wrote: Tue Jul 01, 2025 10:46 am The kind of light also is important, if you want comparable brightness define lights as physics not as artistics. I prefer to define brightness of lamps in lumen.
EDIT (facts you probably know well)
Another big influence on the brightness of light is its area.
A further influence is the maximal angle a light emits its rays.
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Re: animation settings
Indeed Lux could be the better choice for complex lights.daros wrote: Tue Jul 01, 2025 3:26 pm
Regarding the brightness of the light related to the area of the amitting surface, this should be only in case if you use Lux variables insted of Lumen values, or not?
1 Lx = 1 Lm/m^2
This means Lux are area normalized Lumen.
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Re: animation settings
But there isn't any such choice in BlendLuxCore ..FarbigeWelt wrote: Tue Jul 01, 2025 6:37 pm
Indeed Lux could be the better choice for complex lights.
1 Lx = 1 Lm/m^2
This means Lux are area normalized Lumen.
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Re: animation settings
4 Different Lights:daros wrote: Tue Jul 01, 2025 3:18 pm
Yes, our scenes often contain objects with lots of emissive triangles. This is one of th reasons why we stick on bidir, because it normally handles millions of emissive triangles + caustics and so on without any issues.
Tomorrow i revise the light importance idea but it seems to me something which sould be in charge of bidir+metropolis.
Point Lamp: SubDiv 0, "Tris" 2, Importance 0.5
Ico Sphere: SubDiv 1, Tris 20, Importance 1.0
Ico Sphere: SubDiv 2, Tris 80, Importance 1.0
Ico Sphere: SubDiv 3, Tris 320, Importance 1.0
Matte.White.Emit.Importance.1
Noise patterns of indirect lightening depending on Metropolis' Settings.
(part one)
Light and Word designing Creator - aka quantenkristall || #luxcorerender
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Re: animation settings
Noise patterns of indirect lightening depending on Metropolis' Settings.
(part two)
(part two)
Light and Word designing Creator - aka quantenkristall || #luxcorerender
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