SATtva wrote:Here's my settings. I'm very interested to hear any recommendations:
Luxblend is a bit outdated when it comes to photonmapping, for instance, "maxdirectphotons" parameter doesn't exist anymore and is now called "directphotons". This means your rendering has been done with a large indirect photonmap but with a quite small direct photonmap. The parameters about photonmaps size are:
- "integer directphotons" (default: 200000);
- "integer causticphotons" (default: 20000);
- "integer indirectphotons" (default: 200000);
- "integer radiancephotons" (default: 200000);
I'm afraid you have to set them to a proper size for your scene by hand editing the .lxs file. 2.000.000 are really a lot of photons, your scene is complex so it could be the right value but I would try to do a test with less photons too (i.e. 1.000.000) and to keep "nused" at 50, it should speedup your rendering a bit.
Talking about testing, there is some "secret" parameter that is damn useful when working with photonmap:
- "bool dbg_enabledirect" (default: false);
- "bool dbg_enableindircaustic" (default: false);
- "bool dbg_enableindirdiffuse" (default: false);
- "bool dbg_enableindirspecular" (default: false);
I will show you how they work. This is a sample photonmapping rendering with only 16 samples per pixel (
"bool finalgather" ["true"] "bool dbg_enabledirect" ["true"] "bool dbg_enableradiancemap" ["false"] "bool dbg_enableindircaustic" ["true"] "bool dbg_enableindirdiffuse" ["true"] "bool dbg_enableindirspecular" ["true"]):
With (
"bool finalgather" ["false"] "bool dbg_enabledirect" ["true"] "bool dbg_enableradiancemap" ["false"] "bool dbg_enableindircaustic" ["false"] "bool dbg_enableindirdiffuse" ["false"] "bool dbg_enableindirspecular" ["false"]), only direct lighting is visible:
With (
"bool finalgather" ["false"] "bool dbg_enabledirect" ["false"] "bool dbg_enableradiancemap" ["true"] "bool dbg_enableindircaustic" ["false"] "bool dbg_enableindirdiffuse" ["false"] "bool dbg_enableindirspecular" ["false"]), only radiance map is visible:
With (
"bool finalgather" ["false"] "bool dbg_enabledirect" ["false"] "bool dbg_enableradiancemap" ["false"] "bool dbg_enableindircaustic" ["false"] "bool dbg_enableindirdiffuse" ["true"] "bool dbg_enableindirspecular" ["false"]), only indirect map is visible:
This kind of debug rendering is useful to understand if you have enough photons in the maps, for instance, this is a rendering with only 5000 photons (
"bool finalgather" ["false"] "bool dbg_enabledirect" ["false"] "bool dbg_enableradiancemap" ["true"] "bool dbg_enableindircaustic" ["false"] "bool dbg_enableindirdiffuse" ["false"] "bool dbg_enableindirspecular" ["false"]):
There is some area not covered by any photon, the density is too low.
SATtva wrote:That's bad. Because it reminded me of a similar problem with spontaneous fireflies I encountered some time ago with RC6 ICC build on the cubo scene:
viewtopic.php?f=16&t=2886 Any thoughts?
Lux hg snapshot compiled with GCC 4.4 ?