DLCS and Round objects
Posted: Thu Nov 01, 2018 12:14 pm
There are artifacts over round objects that appear everytime I tried to use dlcs in any scene.
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Do you understand that this is a simplified scene to show an issue I'm having with dlcs?kintuX wrote: Thu Nov 01, 2018 8:34 pm Such a scene is not well suited for DLCS. Basically, DLCS is applicable only in specific cases & scenes.
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The source of the first problem was in using the geometry normals instead of the shading one (so the result was faceted). I fixed this problem:lacilaci wrote: Thu Nov 01, 2018 12:14 pm There are artifacts over round objects that appear everytime I tried to use dlcs in any scene.
Fantastic, looks flawless now.Dade wrote: Fri Nov 02, 2018 11:03 amThe source of the first problem was in using the geometry normals instead of the shading one (so the result was faceted). I fixed this problem:lacilaci wrote: Thu Nov 01, 2018 12:14 pm There are artifacts over round objects that appear everytime I tried to use dlcs in any scene.
i1.jpg
The second problem was in the condition for merging the information of neighbors cache entries. It was too strict and causing problem on edges with normal interpolation. I fixed this problem too and now the rendering looks fine:
i2.jpg
You can use daily build to test the fixes, it should be ready in a couple of hours.
BiDir can not use DLSC because it is not applicable there: BiDir emits particles starting from light sources without knowing where they land (and the cache entries are on object surfaces). BiDir has also many ways to transport light so a direct light sampling only acceleration would have far smaller impact on the noise.lacilaci wrote: Thu Nov 01, 2018 12:29 pm Also, is DLCS working with bi-dir?? Cause it shows being computed, however I don't see those artifacts on bidir, so I don't know
But it's still being computed if selected, Maybe it should be disabled as an option in blender addon?Dade wrote: Fri Nov 02, 2018 11:11 amBiDir can not use DLSC because it is not applicable there: BiDir emits particles starting from light sources without knowing where they land (and the cache entries are on object surfaces). BiDir has also many ways to transport light so a direct light sampling only acceleration would have far smaller impact on the noise.lacilaci wrote: Thu Nov 01, 2018 12:29 pm Also, is DLCS working with bi-dir?? Cause it shows being computed, however I don't see those artifacts on bidir, so I don't know
Note: from a "syntactic" (LuxCore API) point of view, you can use DLSC with BiDir but DLSC, in this case, will just fall back to normal LOG_POWER light strategy.
TOTAL TRUTH : my own test 120 sc render eachNote: from a "syntactic" (LuxCore API) point of view, you can use DLSC with BiDir but DLSC, in this case, will just fall back to normal LOG_POWER light strategy.