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Re: question

Posted: Thu Oct 22, 2020 10:56 am
by Dade
Dade wrote: Thu Oct 22, 2020 10:17 am
B.Y.O.B. wrote: Wed Oct 21, 2020 11:54 am Curious. That bright rectangle on the ceiling even shows up when rendered in Blender after importing the PLYs, with completely different lighting.
And it even shows on a fresh plane mesh that is slightly rotated, so it's probably not related to a problem in the ceiling mesh.
It is also BIDIRCPU only problem (inside eye pass) while the scene works fine with PATH(CPU or GPU).
I should have fixed the problem. This was before:

bidircpu-old.jpg

and this after the fix:

bidircpu-new.jpg

Re: question

Posted: Thu Oct 22, 2020 10:58 am
by daros
Yessss! Grande!

Re: question

Posted: Thu Oct 22, 2020 11:07 am
by daros
And regarding the previously postes issue with 100% white materials? And which is eventually the maximum white point Luxcore handels?

Re: question

Posted: Thu Oct 22, 2020 11:26 am
by daros
Sorry one more question. The attached scene, which was created using SDK, renders differently wen rendered on linux using SDK as rendered on windows using standalone 2.4. the brighter one is with SDK under linux and the darker one is using standalone under windows.

Re: question

Posted: Thu Oct 22, 2020 11:30 am
by Dade
daros wrote: Thu Oct 22, 2020 11:07 am And regarding the previously postes issue with 100% white materials? And which is eventually the maximum white point Luxcore handels?
I'm not sure to understand how the rendering was done. Have you set all materials to "Matte" with a value of "1.0 , 1.0, 1.0" ?

In that case, the result looks correct, light is perfectly reflected at any bounce: it is a very unrealistic scenario, light is always partially adsorbed on a bounce (White is usually something like "0.7, 0.7, 0.7").

Re: question

Posted: Thu Oct 22, 2020 11:33 am
by daros
Dade wrote: Thu Oct 22, 2020 11:30 am
daros wrote: Thu Oct 22, 2020 11:07 am And regarding the previously postes issue with 100% white materials? And which is eventually the maximum white point Luxcore handels?
I'm not sure to understand how the rendering was done. Have you set all materials to "Matte" with a value of "1.0 , 1.0, 1.0" ?

In that case, the result looks correct, light is perfectly reflected at any bounce: it is a very unrealistic scenario, light is always partially adsorbed on a bounce (White is usually something like "0.7, 0.7, 0.7").
Ohhh... 0.7! i was guessing 0.9 or something like that. Good to know!, thanks.

Re: question

Posted: Thu Oct 22, 2020 11:44 am
by daros
so even every texture has to be darkened by 30%?

Re: question

Posted: Thu Oct 22, 2020 11:55 am
by B.Y.O.B.
When creating textures, the same principle applies. So a texture that has a patch of "pure white" should have values around (0.7, 0.7, 0.7) in that area.

Re: question

Posted: Thu Oct 22, 2020 11:58 am
by Dade
daros wrote: Thu Oct 22, 2020 11:44 am so even every texture has to be darkened by 30%?
Yes if the texture has values normalized between [0.0, 1.0] (often, if the texture source is a photo, it is already scaled and it is not normalized). You can use a math node in LuxCore scene to scale the original texture.

Re: question

Posted: Thu Oct 22, 2020 2:16 pm
by daros
Thanks a lod Dade.
Light distribution ipmroved a lot!
This is a 70 seconds test using oidn.