Test scences GPU Path vs CPU BiDir
- FarbigeWelt
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Glossy Transluscent, correctum
Sometimes a step back helps to fix issues.
I ran once again into 0815 issue, normals pointing into the wrong direction as it happens after common extrude.
Why glossy behaves differently regarding specularity if normals are wrong, but who knows?
Still, I think specularity is too good visible even set to 0.007. But then, sun is very bright and the behviour is pretty sure correct.
I ran once again into 0815 issue, normals pointing into the wrong direction as it happens after common extrude.
Why glossy behaves differently regarding specularity if normals are wrong, but who knows?
Still, I think specularity is too good visible even set to 0.007. But then, sun is very bright and the behviour is pretty sure correct.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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- FarbigeWelt
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Irregular Data Node, GPU Path vs CPU Path
Intended to help me understand DLC settings, I found a scene setup to visualize differences between CPU Path and GPU Path, not to mention their difference to CPU BiDir.
Instead of using Irregular Data node for Emission of a Matte object, I pluged it into Transparancy of a Glass object with a point lamp inside as base shape for LED bars.
Instead of using Irregular Data node for Emission of a Matte object, I pluged it into Transparancy of a Glass object with a point lamp inside as base shape for LED bars.
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- FarbigeWelt
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Caustics from a Cube
Acutally I'm looking for settings for an ice cube.
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Re: Irregular Data Node, GPU Path vs CPU Path
A path tracer is not able to transport a point light source across a specular (i.e. glass) surface. You have to use architectural glass. BiDir is able and it is explain the difference.FarbigeWelt wrote: ↑Fri Oct 12, 2018 7:48 pm Intended to help me understand DLC settings, I found a scene setup to visualize differences between CPU Path and GPU Path, not to mention their difference to CPU BiDir.
Instead of using Irregular Data node for Emission of a Matte object, I pluged it into Transparancy of a Glass object with a point lamp inside as base shape for LED bars.
- FarbigeWelt
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Re: Irregular Data Node, GPU Path vs CPU Path
Thanks for explanation, Dade.
But it does not explain why DLC circle artifacts are visible with GPU path but not with CPU path.
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Re: Irregular Data Node, GPU Path vs CPU Path
What circle artifacts ? In the posted imageFarbigeWelt wrote: ↑Tue Oct 16, 2018 10:28 am But it does not explain why DLC circle artifacts are visible with GPU path but not with CPU path.
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Re: Irregular Data Node, GPU Path vs CPU Path
Please have a look at the pictures below Edit in:Dade wrote: ↑Tue Oct 16, 2018 11:43 amWhat circle artifacts ? In the posted imageFarbigeWelt wrote: ↑Tue Oct 16, 2018 10:28 am But it does not explain why DLC circle artifacts are visible with GPU path but not with CPU path.
viewtopic.php?f=5&t=430&p=6682#p6682
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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Re: Irregular Data Node, GPU Path vs CPU Path
This is usually the result of some "incorrect" entry (like a light is not visible while it is) in the cache. It can happen if a light is hard to find and, with the default warmup period of only 12 samples, it ends to result always in shadow. The solution is to increase the "lightstrategy.entry.warmupsamples" parameter up to the point artifacts disappear.FarbigeWelt wrote: ↑Tue Oct 16, 2018 1:21 pmPlease have a look at the pictures below Edit in:Dade wrote: ↑Tue Oct 16, 2018 11:43 amWhat circle artifacts ? In the posted imageFarbigeWelt wrote: ↑Tue Oct 16, 2018 10:28 am But it does not explain why DLC circle artifacts are visible with GPU path but not with CPU path.
viewtopic.php?f=5&t=430&p=6682#p6682
- FarbigeWelt
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CPU GPU Path
Point Lamp, default w,r,g,b
Glass, rough 1.2
Text matte, emission: 1,10,5
Because of noise level and different distribution of noise (why, it is the same seed?) I smoothed the imgages with a gauss filter. One can see there is not much difference between CPU and GPU path for this simple scene if its renders are smoothed.
Glass, rough 1.2
Text matte, emission: 1,10,5
Because of noise level and different distribution of noise (why, it is the same seed?) I smoothed the imgages with a gauss filter. One can see there is not much difference between CPU and GPU path for this simple scene if its renders are smoothed.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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- FarbigeWelt
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Noise, Path and BiDir or what are Samples?
If I need 7000 path samples to achieve a similar result I get wth 100 BiDir samples, what is sample count for?
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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