
Anyway thanks you for the job done it is a pretty amazing features and hope to show why i say it asap. When i think you don't need a photton map for this i just want to clone you

That's some good news right there
No matter the condition. which kind of condition are cover by your fix.It should be now very rare to have to tune DLSC parameters.
Sorry ?Sharlybg wrote: Wed Dec 05, 2018 3:04 pmNo matter the condition. which kind of condition are cover by your fix.It should be now very rare to have to tune DLSC parameters.
Sorry just see that my sentence is completly badSorry ?
Dade wrote: Wed Oct 24, 2018 10:40 am Your a mostly going to face 2 types of problems when using DLSC:
1) some area can include a LOT of noise if it is not covered by a cache entry (note noise, not artifacts);
2) some area can be in shadow while it shouldn't if the cache entry has wrong list of visible lights attached;
The problem #1 can happen when you are rendering a scene with a scale significantly different from the one of the small room (the default cache entry radius is 0.15m, 15cm). For instance, if you are rendering a city, you will have to increase the radius a lot otherwise you will end with problem #1.
The problem #2 can happen when you are rendering some "hard" to find light source. The default number of samples used to establish if a light source is visible or not is 12 (aka the warmup parameter). It is a very low value, it can easily lead to false result. If you have problems like #2, just increase the value until when the artifacts are gone (indeed, this will increase the pre-processing time).
This fix/improvement is more about the "normal angle" parameter and problems with light sources at glancing angles, in particular when there is normal interpolation.Sharlybg wrote: Wed Dec 05, 2018 10:42 pm I mean according your explanation here user will not have to worry about such kind of scenario : hard to reach light or big scene (view) small scene (view).
Can't wait to test itI have tried the latest version of the DLSC code with the Marcatore's scene: