LuxCore: issues, problems, regressions

Discussion related to the implementation of new features & algorithms to the Core Engine.

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Re: LuxCore: issues, problems, regressions

Postby Dade » Wed Oct 15, 2014 10:35 am

HoloFan wrote:I appended the console output for further reference.

I doubt it is related to the following warning:
Code: Select all
WARNING: Linking two modules of different data layouts!
WARNING: Linking two modules of different target triples: C:\Program Files (x86)
\Common Files\Intel\OpenCL\bin\common\clbltfnshared.rtl: 'i686-pc-win32-elf' and
 'x86_64-pc-win32-elf'

According to https://software.intel.com/en-us/forums/topic/520385 the message should just be ignored and they want to fix it in the next release. And the warning appears with BIASPATHOCL as well, but this engine is working perfectly.


It is seems to suggest a mix between 32bit and 64bit code, it is a quite strange message.
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Re: LuxCore: issues, problems, regressions

Postby SATtva » Wed Oct 15, 2014 11:26 pm

Dade wrote:
SATtva wrote:Sorry, i didn't mentioned that: the result was the same regardless of how DOF distance was set -- using auto-focus or manually. Can you also check the manual setting?


It seems to work fine even with manual settings for me :?:

False alarm from me, it seems auto-focus takes precedence over manual distance when both of them set. With auto-focus disabled manual DOF is working correctly with RC1 too.

And i fixed the issue with epsilon settings and LuxVR.
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Re: LuxCore: issues, problems, regressions

Postby SATtva » Sun Oct 19, 2014 1:27 am

Ok, another one. It seems Mix material Amount slot isn't treated properly by LuxCoreRenderer.

In this scene we've got an object with a Mix material assigned to its front face. The Mix mixes two materials: Metal and Matte. The Matte material is textured with this RGB color stuff. The Mix material uses the same texture's alpha channel for its Amount slot.

luxcore-tex-testscene.Scene.00001.jpg
Lux classic Path

luxcore-tex-testscene.Scene.00002.jpg
LuxCore Path OpenCL (CPU device)

From what i can see, LuxCoreRenderer uses texture's green channel instead of alpha for the Mix amount. Could be a copy-paste typo in the code? (Btw, there is another one reported here.)
Attachments
luxcore-tex-testscene.zip
Testscene with texture
(97.4 KiB) Downloaded 36 times
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Re: LuxCore: issues, problems, regressions

Postby Dade » Sun Oct 19, 2014 9:13 am

SATtva wrote:From what i can see, LuxCoreRenderer uses texture's green channel instead of alpha for the Mix amount. Could be a copy-paste typo in the code? (Btw, there is another one reported here.)


LuxCore wasn't supporting texture map channel selection so LuxCoreRenderer was just using the red channel. This was intended because channel selection done while rendering (as classic LuxRender does) is a bad idea (i.e. slow). I have added to LuxCore the support for image map channel selection as a pre-processing operation (so it doesn't impact the performance) and done the same with LuxCoreRenderer. Now, your scene works fine.
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Re: LuxCore: issues, problems, regressions

Postby SATtva » Sun Oct 19, 2014 11:59 am

Just great! Thanks a lot.
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Re: LuxCore: issues, problems, regressions

Postby EnzoR » Mon Oct 20, 2014 11:20 am

Car paint looks very different with luxcore
for manual settings works better


car paint blue.
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luxcore path opencl.png
luxcore path opencl
luxcore path.png
luxcore path
luxrender path.png
path
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Re: LuxCore: issues, problems, regressions

Postby jeanphi » Mon Oct 20, 2014 12:35 pm

Hi,

I'd rather say tonemapping looks very different, LuxCore version is much much brighter, not only the carpaint, but also the floor. What are the settings and which exact version?

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Re: LuxCore: issues, problems, regressions

Postby EnzoR » Mon Oct 20, 2014 2:59 pm

luxrender 1.4rc1 opencl 64 bits for windows

tonemapping: default settings in luxball 7
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Re: LuxCore: issues, problems, regressions

Postby Piita » Sun Nov 09, 2014 1:08 pm

Luxcore path opencl seems to ignore the custom color option in metal2. Using a metal2 preset works fine.
Luxcore path cpu works fine with the custom color.
Using Lux 1.4 RC1 and the luxblend that came with it.

The rendered spheres are: Metal1 preset copper, Metal2 preset copper, Metal2 custom color
luxcore path metal2 bug.jpg
luxcore path

luxcore opencl metal2 bug.jpg
luxcore path opencl
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Re: LuxCore: issues, problems, regressions

Postby Dade » Mon Nov 10, 2014 8:55 am

Piita wrote:Luxcore path opencl seems to ignore the custom color option in metal2. Using a metal2 preset works fine.
Luxcore path cpu works fine with the custom color.
Using Lux 1.4 RC1 and the luxblend that came with it.


I was able to reproduce the problem and I should have fixed here: https://bitbucket.org/luxrender/luxrays ... db8b578fe2
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