Re: Shadow Terminator problem
Posted: Sat Aug 10, 2019 8:07 pm
Just put a value of 10 (or whatever other huge value) in Cycles bump node strength and you will get some really dark rendering too.
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Just put a value of 10 (or whatever other huge value) in Cycles bump node strength and you will get some really dark rendering too.
I made some tests today, and found that in your case the noise from the jpeg artifacts causes issues.
well that's all nice, but how come cycles doesn't look as wrong if that's the case?I made some tests today, and found that in your case the noise from the jpeg artifacts causes issues.
Your dirtmap.jpg looked like crap with displacement modifier too (on a highly subdivided plane).
I don't even know how to respond to that amazing advice...You shouldn't use jpeg for bump mapping.
Yes, i've noticed that nothing is happening with the glass. But slowly we're getting thereDade wrote: ↑Sat Aug 10, 2019 6:14 pmThe "taming" is currently limited to DIFFUSE and GLOSSY materials: https://github.com/LuxCoreRender/LuxCor ... f.cpp#L243
I haven't yet tried how it works with SPECULAR materials.
this problem is related to caustic cache I complained about it a week ago here: viewtopic.php?f=4&t=1271kintuX wrote: ↑Sat Aug 10, 2019 9:39 pmYes, i've noticed that nothing is happening with the glass. But slowly we're getting thereDade wrote: ↑Sat Aug 10, 2019 6:14 pmThe "taming" is currently limited to DIFFUSE and GLOSSY materials: https://github.com/LuxCoreRender/LuxCor ... f.cpp#L243
I haven't yet tried how it works with SPECULAR materials.
Yet now, with low poly geo shading, i see different issues will start to occur... like: "What is that edge darkening doing here?" (on the red cone)
Answer: Add edges.
TerminatorBumpsLuxCore2.2b3_CPU_001.jpg
PS
Further info about the "render not stopping" bug:
- Also happens with Azure latest build.
- It's exclusive to OCL.
- Depends on the render size and how long you render before stopping.
With smaller size and shorter halt time more renders can be done before it freezes.
- And on rare occasion, water can get darker.
Steps to reproduce:
1. Press Render.
2. Let it render for more than 30s then Cancel (Esc).
3. Freeze
Blend file: FreezeBugLC223.blend
Nvidia GTX 1070, Driver 430.86, on W10
In my opinion Cycles bumped image looks wrong. If you add bump then you get brighter and darker areas compared to original. For axample if the bump is made from an equal distributed half sphere array there is a shadow and a sun part and parts with shades between them. If render is clamped to some max brightness sun parts may have the same brightness as original picture but shadow parts are darker than original picture. The bumped image gets overall darker than the original picture. If brightness is not limited bumped and original image should have similar overall brightness.lacilaci wrote: ↑Sun Aug 11, 2019 6:35 am Ok, so here we go last attempt:
cycles no bump:
cycles_nobump.jpg
luxcore no bump:
lux_nobump.jpg
close, and both look correct right? No problem here.
now bump map, this time I have used procedural and tried to match bump intensities so that visibly both surfaces look bumpy in a similar way.
luxcore bump mapping:
lux_bump.jpg
cycles bump mapping:
cycles_bump.jpg
Can you see why this is a big problem for me? Can you see the unrealistic black outline all over the luxcore scene? And this is super weak bump mapping effect.
scene:
bumpproblemscene_procedural.blend
Maybe, maybe technically there is something wrong on bump mapping of cycles too, I have no idea and there are times where I really don't like how it behaves on some materials. But take a look at the pictures and tell me the luxcore image looks actually realistic.FarbigeWelt wrote: ↑Sun Aug 11, 2019 8:53 amIn my opinion Cycles bumped image looks wrong. If you add bump then you get brighter and darker areas compared to original. For axample if the bump is made from an equal distributed half sphere array there is a shadow and a sun part and parts with shades between them. If render is clamped to some max brightness sun parts may have the same brightness as original picture but shadow parts are darker than original picture. The bumped image gets overall darker than the original picture. If brightness is not limited bumped and original image should have similar overall brightness.lacilaci wrote: ↑Sun Aug 11, 2019 6:35 am Ok, so here we go last attempt:
cycles no bump:
cycles_nobump.jpg
luxcore no bump:
lux_nobump.jpg
close, and both look correct right? No problem here.
now bump map, this time I have used procedural and tried to match bump intensities so that visibly both surfaces look bumpy in a similar way.
luxcore bump mapping:
lux_bump.jpg
cycles bump mapping:
cycles_bump.jpg
Can you see why this is a big problem for me? Can you see the unrealistic black outline all over the luxcore scene? And this is super weak bump mapping effect.
scene:
bumpproblemscene_procedural.blend