Why so significant difference in render results??

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Re: Why so significant difference in render results??

Postby SATtva » Mon Apr 23, 2012 8:32 am

OMG, point lights? You can't render point lights with Path integrator.
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Re: Why so significant difference in render results??

Postby Meelis » Mon Apr 23, 2012 8:33 am

You don't have volume assigned.

Plz reexport the scene and render then.
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Re: Why so significant difference in render results??

Postby Meelis » Mon Apr 23, 2012 8:44 am

Here is an example
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Re: Why so significant difference in render results??

Postby Walker » Tue Apr 24, 2012 3:48 am

Meelis wrote:You don't have volume assigned.

Plz reexport the scene and render then.


In scene file: VolumeIntegrator "emission".Or do you mean another volume?
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Re: Why so significant difference in render results??

Postby Walker » Tue Apr 24, 2012 4:04 am

Thanks for all replies but my main question is:
Why so big difference in render results on the same scene file?? Due to what we see so different images?
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Re: Why so significant difference in render results??

Postby SATtva » Tue Apr 24, 2012 4:12 am

After 0.8 release there was a huge overhaul of light interfaces in the Lux core. Since then point lights are handled differently than in 0.8, especially with Path integrator there is now absolutely no chance a ray can hit this virtual point (that's why you're missing internal light reflection in the gem). In addition, point lights emission power is computed differently too (this is why even with Bidir internal reflections are dimmer in 1.0 than in 0.8).

So don't use point lights with Path. Actually, don't use them at all, but if you're definitely have to, at least use them with Bidir.
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Re: Why so significant difference in render results??

Postby Walker » Tue Apr 24, 2012 5:26 am

SATtva wrote:After 0.8 release there was a huge overhaul of light interfaces in the Lux core. Since then point lights are handled differently than in 0.8, especially with Path integrator there is now absolutely no chance a ray can hit this virtual point (that's why you're missing internal light reflection in the gem). In addition, point lights emission power is computed differently too (this is why even with Bidir internal reflections are dimmer in 1.0 than in 0.8).

So don't use point lights with Path. Actually, don't use them at all, but if you're definitely have to, at least use them with Bidir.


I have tried many settings. Including Bidir. But i can't get (using weekly build) image similar to the first in the post. Ruby always dark inside. What i must to change in scene to get bright ruby like on first image?
And, if it possible, can i get a link for the source code for release version 0.8?
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Re: Why so significant difference in render results??

Postby SATtva » Tue Apr 24, 2012 5:32 am

Have you tried replacing point light with a small meshlight and/or tweaking gain for this lightsource?

Walker wrote:And, if it possible, can i get a link for the source code for release version 0.8?

http://src.luxrender.net/lux/archive/45d3e13eb94c.zip
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Re: Why so significant difference in render results??

Postby Walker » Tue Apr 24, 2012 5:52 am

SATtva wrote:Have you tried replacing point light with a small meshlight and/or tweaking gain for this lightsource?

Walker wrote:And, if it possible, can i get a link for the source code for release version 0.8?

http://src.luxrender.net/lux/archive/45d3e13eb94c.zip


Thanks. Can you give me links for luxrays and windows folders? i want to build it. And this build will give the same render result as release version (first image in post), right?
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Re: Why so significant difference in render results??

Postby SATtva » Tue Apr 24, 2012 6:07 am

If you just looking for an old version, check out the archive. The code repository is here: http://src.luxrender.net/
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