LuxRender v1.0RC1 release

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Re: LuxRender v1.0RC1 release

Postby CoolColJ » Sat May 12, 2012 4:31 am

Meelis wrote:
CoolColJ wrote:This is something that bothers me in Luxrender - the round blob specular highlights - can this be fixed?

see here for a pic of what I'm talking about
viewtopic.php?f=14&t=3885&start=30#p81675


This looks like negative energy.
Gaussian filter is negative energy free.

Not sure why mitchell filter is still in LuxRender. :roll:


Still does the same thing with the Gaussian filter. And even more so with SPPM
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Re: LuxRender v1.0RC1 release

Postby SATtva » Sat May 12, 2012 5:39 am

Indigo uses image buffer downscaling with the cost of multiplied memory consumption. You can achieve similar result in Lux by switching pixel filter to Gaussian or Box, rendering with 2x-4x resolution, and downscaling an image afterwards. Or render with Mitchell/Gaussian in original resolution and apply Bloom filter afterwards. Actually, i don't get why you see a problem here.
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Re: LuxRender v1.0RC1 release

Postby CoolColJ » Sun May 13, 2012 12:55 am

Actually after some testing with and without filters, even Box/Gaussian still do it.
It actually looks an error in the Luxrender glass rendering causing very bright single pixel firefly type things, which the filters just make larger, all of them

And these artifcats don't always shown up in the same place everytime you render, seems all very random

Box is blurry as hell, and yet there are square spots instead of round ones from the other filters :lol:
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Re: LuxRender v1.0RC1 release

Postby SATtva » Sun May 13, 2012 1:03 am

Once again, reduce box width to 1.0, render with 3x-4x resolution and then downscale -- you'll see the difference.
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Re: LuxRender v1.0RC1 release

Postby CoolColJ » Mon May 14, 2012 6:36 pm

SATtva wrote:Once again, reduce box width to 1.0, render with 3x-4x resolution and then downscale -- you'll see the difference.


The thing is Increasing render resolution also makes rendering times skyrocket, whereas supersampling doesn't really impact rendering time too much, just uses more memory.
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Re: LuxRender v1.0RC1 release

Postby A-man » Mon May 14, 2012 7:15 pm

CoolColJ wrote:
The thing is Increasing render resolution also makes rendering times skyrocket, whereas supersampling doesn't really impact rendering time too much, just uses more memory.


Technically, once you downscale the final image, it is like turning all those pixels into more samples. If you render at 4x your resolution, then scale it by 1/4, it's the same as rendering at 1x the resolution for 4x as long. I think you get slightly better results though.
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Re: LuxRender v1.0RC1 release

Postby SATtva » Mon May 14, 2012 9:57 pm

Right, Indigo just compensates for that making rendering time consistent regardless of internal image buffer resolution.
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Re: LuxRender v1.0RC1 release

Postby sameier » Tue May 15, 2012 7:55 am

Increasing render samples for the whole image increases render time a lot - even when you know that the problem is some single pixels in a small area. So you have to wait for hours for some small pixels to clear up.
Would help a lot if it was possible to tell the renderer to concentrate the effort on the problem areas. Something like the region selection in old versions of the GUI perhaps - or a way to specify different sampling priority when rendering specific areas.
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Re: LuxRender v1.0RC1 release

Postby SATtva » Tue May 15, 2012 8:01 am

http://www.luxrender.net/wiki/Border_Render
Also search for "refine area" in the forum -- it was discussed a lot in the past.
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Re: LuxRender v1.0RC1 release

Postby CoolColJ » Fri May 18, 2012 7:33 am

Are you guys going to add a low priority mode to Luxrender?

right now I have a shortcut for launching Luxrender with this as the target

T:\Windows\System32\cmd.exe /c start "LuxRender" /belownormal G:\Renderers\LuxRender\luxrender.exe

But if I render from Blender or C4D, I can't do this.... only way is to bring up the task manager and change the Luxrender process priority manually everytime I render which gets annoying fast!
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