DLCS and Round objects
Forum rules
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.
DLCS and Round objects
There are artifacts over round objects that appear everytime I tried to use dlcs in any scene.
- Attachments
-
- luxcoreDLCS.blend
- (3.62 MiB) Downloaded 147 times
Re: DLCS and Round objects
normal angle of 1 degree...
Maybe there should be some sort of retracing at the breaking angle, so that cache is not being used on the very edge..?
Maybe there should be some sort of retracing at the breaking angle, so that cache is not being used on the very edge..?
Re: DLCS and Round objects
Also, is DLCS working with bi-dir?? Cause it shows being computed, however I don't see those artifacts on bidir, so I don't know
Re: DLCS and Round objects
Such a scene is not well suited for DLCS. Basically, DLCS is applicable only in specific cases & scenes.
Understanding the fine line, then applying that knowledge, is what makes a fine artist.
Once in a while, a homework, is what everyone must do.
Understanding the fine line, then applying that knowledge, is what makes a fine artist.
Once in a while, a homework, is what everyone must do.
Re: DLCS and Round objects
Do you understand that this is a simplified scene to show an issue I'm having with dlcs?
Or do you plan to tell me on every issue I find that I should either fix it my self or learn to work around the issue, or simply stop using luxcore?
Re: DLCS and Round objects
The source of the first problem was in using the geometry normals instead of the shading one (so the result was faceted). I fixed this problem:
The second problem was in the condition for merging the information of neighbors cache entries. It was too strict and causing problem on edges with normal interpolation. I fixed this problem too and now the rendering looks fine:
You can use daily build to test the fixes, it should be ready in a couple of hours.
Re: DLCS and Round objects
Fantastic, looks flawless now.Dade wrote: ↑Fri Nov 02, 2018 11:03 amThe source of the first problem was in using the geometry normals instead of the shading one (so the result was faceted). I fixed this problem:
i1.jpg
The second problem was in the condition for merging the information of neighbors cache entries. It was too strict and causing problem on edges with normal interpolation. I fixed this problem too and now the rendering looks fine:
i2.jpg
You can use daily build to test the fixes, it should be ready in a couple of hours.
Re: DLCS and Round objects
BiDir can not use DLSC because it is not applicable there: BiDir emits particles starting from light sources without knowing where they land (and the cache entries are on object surfaces). BiDir has also many ways to transport light so a direct light sampling only acceleration would have far smaller impact on the noise.
Note: from a "syntactic" (LuxCore API) point of view, you can use DLSC with BiDir but DLSC, in this case, will just fall back to normal LOG_POWER light strategy.
Re: DLCS and Round objects
But it's still being computed if selected, Maybe it should be disabled as an option in blender addon?Dade wrote: ↑Fri Nov 02, 2018 11:11 amBiDir can not use DLSC because it is not applicable there: BiDir emits particles starting from light sources without knowing where they land (and the cache entries are on object surfaces). BiDir has also many ways to transport light so a direct light sampling only acceleration would have far smaller impact on the noise.
Note: from a "syntactic" (LuxCore API) point of view, you can use DLSC with BiDir but DLSC, in this case, will just fall back to normal LOG_POWER light strategy.
Re: DLCS and Round objects
TOTAL TRUTH : my own test 120 sc render eachNote: from a "syntactic" (LuxCore API) point of view, you can use DLSC with BiDir but DLSC, in this case, will just fall back to normal LOG_POWER light strategy.