LuxRender v1.5RC1 release

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Re: LuxRender v1.5RC1 release

Postby cisi » Tue Oct 27, 2015 5:44 am

jeanphi wrote:
cisi wrote:i think i hit a bug when using glossytransluscent material:

Thanks for the report, I'll look after it.


Jeanphi


Hi,

where you able to look into this?
Am i doing something wrong in the setup/config/lxs file itself?

regards,
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Re: LuxRender v1.5RC1 release

Postby B.Y.O.B. » Tue Oct 27, 2015 6:19 am

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Re: LuxRender v1.5RC1 release

Postby cisi » Tue Oct 27, 2015 7:52 am

should this patch be included in the files i see here:
http://www.luxrender.net/release/builds/1.6/windows/

as i still experience the problem.

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Re: LuxRender v1.5RC1 release

Postby B.Y.O.B. » Tue Oct 27, 2015 8:09 am

It should be in 1.5.1 (no idea if that's released yet) or in the latest daily builds: viewtopic.php?f=30&t=12147
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Re: LuxRender v1.5RC1 release

Postby cisi » Tue Oct 27, 2015 8:26 am

B.Y.O.B. wrote:It should be in 1.5.1 (no idea if that's released yet) or in the latest daily builds: viewtopic.php?f=30&t=12147


strange...
daily builds:
http://www.luxrender.net/release/builds/1.6/windows/
and:
http://www.luxrender.net/release/builds/1.5.1/windows/

both are still affected by the problem.

i tried it with the lxs test file i posted back in June:
http://www.luxrender.net/forum/viewtopic.php?f=12&t=12227&p=114826&hilit=bug+when+using+glossytransluscent+material#p114826

it is not as pronounced as it was back in time but it is still there:
MyLuxScene.jpg

bug.jpg
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Re: LuxRender v1.5RC1 release

Postby tomb » Tue Oct 27, 2015 2:45 pm

This is not the same problem I think but the "shadow terminator artifact" problem - at least for the sphere example - increase your subdivision level one or two levels and I expect the problem will go away (see for example http://blog.irayrender.com/post/2904227 ... terminator)
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Re: LuxRender v1.5RC1 release

Postby Dade » Tue Oct 27, 2015 5:09 pm

tomb wrote:This is not the same problem I think but the "shadow terminator artifact" problem - at least for the sphere example - increase your subdivision level one or two levels and I expect the problem will go away (see for example http://blog.irayrender.com/post/2904227 ... terminator)


I think it is something in between: it is a different problem and it is the "terminator artifact" problem showing a bug (i.e. the somewhat white color look wrong even for "terminator artifact" problem).
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Re: LuxRender v1.5RC1 release

Postby tomb » Wed Oct 28, 2015 1:34 am

Dade wrote:
tomb wrote:This is not the same problem I think but the "shadow terminator artifact" problem - at least for the sphere example - increase your subdivision level one or two levels and I expect the problem will go away (see for example http://blog.irayrender.com/post/2904227 ... terminator)


I think it is something in between: it is a different problem and it is the "terminator artifact" problem showing a bug (i.e. the somewhat white color look wrong even for "terminator artifact" problem).


So it's the Shadow Terminator Artifact Artifact? ;)
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Re: LuxRender v1.5RC1 release

Postby cisi » Wed Oct 28, 2015 2:53 am

tomb wrote:
Dade wrote:
tomb wrote:This is not the same problem I think but the "shadow terminator artifact" problem - at least for the sphere example - increase your subdivision level one or two levels and I expect the problem will go away (see for example http://blog.irayrender.com/post/2904227 ... terminator)


I think it is something in between: it is a different problem and it is the "terminator artifact" problem showing a bug (i.e. the somewhat white color look wrong even for "terminator artifact" problem).


So it's the Shadow Terminator Artifact Artifact? ;)


i now applied 6 levels of subdivision just tu be sure:
"string subdivscheme" ["loop"]
"string tritype" ["auto"]
"integer nsubdivlevels" [6]
result:
[2015-10-28 09:00:38 Info: 0] Shape #1 (mesh): Applying 6 levels of loop subdivision to 2030 triangles
[2015-10-28 09:01:12 Info: 0] Shape #1 (mesh): Subdivision complete, got 8314880 triangles

from subdividing the sphere to 8314880 triangles you just get a smoother version of the white-line bug.
image result:
MyLuxScene.jpg



if you need additional infos to the scene i can provide them.
It generally happens in every one of my scenes in luxcore mode no matter what renderengine.type i use.
No matter if CPU or GPU.

I alway use this volume for skin:
MakeNamedVolume "skin" "homogeneous"
"color sigma_s" [15 8.05882 5.70588]
"float fresnel" [1.44]
"color sigma_a" [76.1941 1918.79 2035.16]
"color g" [-0.9 -0.9 -0.9]

and some kind of texture or color with glossytranslucent material.
No matter if onesided or twosided. Normally i use the two-sided version, the test ball is just onesided.

In the final picture i used a strong HDRI light (only that, no supporting lights) in the example sphere picture this light:
LightSource "distant"
"float importance" [1.0]
"point to" [0 0 0]
"point from" [-0.357360041142 1.68658518791 1.669647789]
"float gain" [1.0]
"color L" [1.0 1.0 1.0]

in makes no difference what kind of VolumeIntegrator. I tested it with all 3 variants.
normally i use "multi".

But it seems to be related to the use of a Homogeneous volume in combination with glossytransluscent.
So using glossytransluscent with no volume or a clear type volume i cant see the white line any more.

Using a "null" material and just the volume there is no white line either.

Using mattetransluscent material and the volume there is no white line either

Hope this helps to somehow to find the problem.

regards,



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Re: LuxRender v1.5RC1 release

Postby Dade » Wed Oct 28, 2015 4:57 am

A clear shot of the problem:

prob1.jpg

prob2.jpg


It seems to be triggered by volumes because it works fine if I disable them:

ok.jpg


It may be a numerical precision problem triggered by scattering points too near to the surface, I'm looking into.
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