So, when can we expect some first version of Light cache part II?

Also Probably after more serious test done under DLCS so we don't burn steps .Or if another Devs come start to work on it on a separate branch.lacilaci wrote: Fri Oct 05, 2018 3:32 pm Time to be annoying again...
So, when can we expect some first version of Light cache part II?![]()
Well, it seems Depth is a useful parameter in a usual scene like this scetch of a bathroom. (I required asimpler scene than the actual scene to get faster results, looking for appropriate parameters.) But even with Depth=12 there are some DLC artifacts. Maybe I should check with default Radius if artefact disappears.Dade wrote: Sun Jun 10, 2018 4:28 pm Introduction
The only parameter you have to adapt for the scene is the "lightstrategy.entry.radius", it is the cache entry area of validity ad it is expressed in real word unit. So 0.15 means a 15 cm radius if you are rendering with 1m units.
All other parameters should be useful only to handle very specific cases and the default value should work fine for most scenes.
Thank you, this should be a welcome improvement.Dade wrote: Sun Nov 11, 2018 10:11 am DLSC will now use not less than 512 samples for all env. light sources (but sun): infinite, constant infinite and sky2 light source. Most env. light sources are hard to sample and can lead to wrong cache entries. So LuxCore will now use not less than 512 samples for them.
Thanks smart decision !DLSC will now use not less than 512 samples for all env. light sources (but sun): infinite, constant infinite and sky2 light source. Most env. light sources are hard to sample and can lead to wrong cache entries. So LuxCore will now use not less than 512 samples for them.
Short note: During optimization I‘ve run into two issues:FarbigeWelt wrote: Tue Nov 13, 2018 8:57 am
Object instances and particle system are very usefull. I.e. to change LEDs properties one needs to change only one object resp. emitting material.