I don't know why does it matter, atm the project is undergoing some fundamental change.
But let's say this picture in the attachment represents the scene. And dlcs would take forever even with archglass, so I dropped the idea for now.
I don't know why does it matter, atm the project is undergoing some fundamental change.
You should use a point light source (may be with and IES profile) or a emitting box for each bulb, trying to render each bulb with thousands of triangles is out of scale.
emitting box is the method I would really want to use...Dade wrote: ↑Mon Oct 15, 2018 10:03 amYou should use a point light source (may be with and IES profile) or a emitting box for each bulb, trying to render each bulb with thousands of triangles is out of scale.
Or at least, you should have different LOD (Level Of Details) for bulbs to use according the distance from the camera.
This is indeed one of the most usefull cases for opacity. A completely invisible but light emitting object.
No, this has to work without that ridiculous workaround, not efficient at all... Simple box emitor is as far as I'm willing to go, it's what you do in any other renderer..FarbigeWelt wrote: ↑Tue Oct 16, 2018 10:22 amThis is indeed one of the most usefull cases for opacity. A completely invisible but light emitting object.
A filament plane modelled with reduced resolution bezier curves can limit number of lights.
I‘ve observed number of lights around a few 1000 has low influence on render time (Room with Gym Balls), but this was without DLC).
A nore efficient way might be to copy filiament and reduce complexity with one of the mesh tools. At same place with correct materials high poly keeps visible and low poly delivers light.
You cannot keep things at the same place if luxcore can only hide camera rays, and cannot hide diffuse contribution of the hi-poly... There are workarounds sure, but no way that's an efficient workflow. There is no easy way around this,FarbigeWelt wrote: ↑Tue Oct 16, 2018 1:12 pmA nore efficient way might be to copy filiament and reduce complexity with one of the mesh tools. At same place with correct materials high poly keeps visible and low poly delivers light.
How does this change? What I'm asking for is basic feature of any archviz renderer, it is there to allow for in-camera compositing, so that you don't have to render separate layers and masks and spend your life in compositing all that together. This way you can render single frame, save from framebuffer and you're 99% done in some cases.FarbigeWelt wrote: ↑Tue Oct 16, 2018 1:38 pm Actually I thought well contribution of diffuse light is one main aspect to use luxcorerender.