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biaspathcpu colors and tiles

Posted: Sun Apr 25, 2021 4:01 am
by gabriel
Hello,
When I use BIASPATHCPU, I often get interesting color effects early in the render. The problem is that the tile squares are rendered unevenly and sometimes doesn't completely disappear, so I often have to render up to 4 times, so I can have a complete image.

Is there a way to have the same color rendering as BIASPATHCPU with the other renderers? (Or is there a technique to render the tiles evenly, in sequence, instead of randomly). I attached 2 sample pictures (I use lux version 1.6 and reality 4.3 as an exporter) As you can see, the colors are quite different.
The light settings are the same, only the renderer differs. Lastly, is there a place where I can see all the possible parameters in a more technical fashion?

Thanks!

Re: biaspathcpu colors and tiles

Posted: Sun Apr 25, 2021 9:23 am
by Dade
BIASPATHCPU are something like 6-7 years old, I don't sincerely remember very much.
gabriel wrote: Sun Apr 25, 2021 4:01 am Or is there a technique to render the tiles evenly
This is likely to happen because of adaptive tile rendering. If you post an small .lxs example file, I may be able to tell you how to disable this option and to render all tiles evenly.

Re: biaspathcpu colors and tiles

Posted: Sun Apr 25, 2021 12:57 pm
by gabriel
This is very nice of you. Here is the .lxs file.

Code: Select all

#
# LuxRender Scene created by Reality by Pret-a-3D
#
# Camera: Camera 2
LookAt 0 -2.20888 1.50958 -3.73516e-10 -2.19893 1.50852 3.51057e-09 0.001058 0.00994387
Camera "perspective" "float fov" [30.137] "float screenwindow" [-0.667 0.667 -1 1]

Film "fleximage"
  "integer outlierrejection_k" [3] 
  "integer xresolution" [667]
  "integer yresolution" [1000]
  "bool premultiplyalpha" ["true"]
  "string filename" ["test-metro-xboost"]
  "float gamma" [2.2]
  "integer displayinterval" [15]
  "integer writeinterval" [60]
 "string tonemapkernel" ["linear"]
   "float linear_sensitivity" [50]
   "float linear_exposure" [0.008]
   "float linear_fstop" [4]
   "float linear_gamma" [2.2]
  "bool write_png" ["true"]
  "string write_png_channels" ["RGBA"]
  "bool write_png_16bit" ["false"]
  "bool write_png_gamutclamp" ["true"]
  "bool write_tga" ["false"]
  "string write_tga_channels" ["RGBA"]
  "bool write_tga_gamutclamp" ["true"]
 "bool write_exr" ["false"]
  "string write_exr_channels" ["RGBA"]
  "string write_exr_compressiontype" ["ZIP (lossless)"]
  "bool write_exr_gamutclamp" ["true"]
  "bool debug" ["false"]
  "bool write_resume_flm" ["true"]
  "bool restart_resume_flm" ["false"]
  "bool write_flm_direct" ["true"]
  "float colorspace_white" [0.314275 0.329411]
  "float colorspace_red" [0.630 0.340]
  "float colorspace_green" [0.310 0.5950]
  "float colorspace_blue" [0.1550 0.0700]
  "string ldr_clamp_method" ["lum"]

Renderer "luxcore"
  "string config" [
    "renderengine.type = BIASPATHCPU"
    "tile.size = 32"
    "tile.multipass.enable = 1"
    "tile.multipass.convergencetest.threshold = 0.04"
    "tile.multipass.convergencetest.threshold.reduction = 0.9"
    "biaspath.sampling.aa.size = 5"
    "biaspath.sampling.diffuse.size = 2"
    "biaspath.sampling.glossy.size = 2"
    "biaspath.sampling.specular.size = 2"
    "biaspath.sampling.directlight.size = 1"
    "biaspath.pathdepth.total = 10"
    "biaspath.pathdepth.diffuse = 4"
    "biaspath.pathdepth.glossy = 5"
    "biaspath.pathdepth.specular = 4"
    "biaspath.clamping.radiance.maxvalue = 90"
    
  ]


PixelFilter "blackmanharris" "float xwidth" [1.5] "float ywidth" [1.5]
Accelerator "qbvh" "integer maxprimsperleaf" [4] "integer fullsweepthreshold" [16] "integer skipfactor" [1]
Sampler "metropolis" "float largemutationprob" [0.40] "bool usecooldown" ["false"] "bool noiseaware" ["false"]
SurfaceIntegrator "path" "integer maxdepth" [16] "string lightstrategy" ["one"] "bool includeenvironment" ["true"]
VolumeIntegrator "multi" "float stepsize" [1.0]
WorldBegin
#
#file is truncated here due to space constraints. The attached zip file is complete.

Include "test-metro-xboost.lxi"

WorldEnd
# End of scene


Re: biaspathcpu colors and tiles

Posted: Sun Apr 25, 2021 1:55 pm
by Dade
gabriel wrote: Sun Apr 25, 2021 12:57 pm

Code: Select all

    "tile.multipass.convergencetest.threshold = 0.04"
Try to change this line in something like:

Code: Select all

    "tile.multipass.convergencetest.threshold = 0.001"
It should do the trick. You can lower/rise the threshold to have less/more adaptive rendering (i.e. lower = more uniform).

Re: biaspathcpu colors and tiles

Posted: Mon Apr 26, 2021 1:27 pm
by gabriel

Code: Select all

    "tile.multipass.convergencetest.threshold = 0.001" 
This makes it a lot more orderly, thank you!

This renderer is quite fast considering the quality (about 9x faster than "sampler" ). It would be nice to have something similar which renders left-right, top to bottom. This would make it possible to stop renders sooner for animations, since noise is a lot easier to get rid of than random tiles flickering because of the alpha channel. :D

Re: biaspathcpu colors and tiles

Posted: Mon Apr 26, 2021 1:44 pm
by Dade
You can control if to enable multi-pass or not with "tile.multipass.enable = 1" (or 0 to disable) and the number of samples per pixel per pas with "biaspath.sampling.aa.size = 5" (i.e. 5x5 samples per picel).

Re: biaspathcpu colors and tiles

Posted: Tue Apr 27, 2021 11:33 pm
by gabriel
That did it, thanks!