Page MenuHome

Lsscpp (lsscpp)
User

Projects

User does not belong to any projects.

User Details

User Since
Jun 2 2009, 2:10 PM (589 w, 6 d)

Recent Activity

Thu, Sep 17

Lsscpp (lsscpp) added a comment to T74967: Geometry Nodes Design.

This is way it would be very important to have nodes generated also by the regular viewport workflow. You would end with the best of both worlds: you can go the nodes way, powerful as you want; or you can still go the 3d way, which would have a sort of realtime history in the form of a nodegraph. Together they'd make a hybrid approach where one can model and adjust the nodes back and forth.
Sorry for repeating myself.

Thu, Sep 17, 1:10 PM · User Interface, BF Blender

Jun 29 2020

Lsscpp (lsscpp) added a comment to T69745: Environment Importance Sampling gives too much noise.

I have no pc at hand for a week, but the easy test would be: exclude CPU from rendering, and make two gpu-only renders, one linear and one smart. I'd expect two identical renders except for fireflies

Jun 29 2020, 7:02 AM · Render & Cycles, Cycles, BF Blender
Lsscpp (lsscpp) added a comment to T69745: Environment Importance Sampling gives too much noise.

Maybe that is something related, nice spot. But I would expect the opposite result, since smart interpolation looks better on GPU, and on CPU seems to work as cubic.
Now I wonder, if CPU is smart and GPU falls back to linear, why there are no fireflies? Can't we have CPU falling back to the same "linear mode” that gives no sampling issue?

Jun 29 2020, 7:00 AM · Render & Cycles, Cycles, BF Blender

Jun 28 2020

Lsscpp (lsscpp) added a comment to T74967: Geometry Nodes Design.

Can you also synchronize all geometry operations in viewport with this node system so we can work in 3d view as usually and it will create node tree for us behind the scenes(like in houdini) It would be great non destructive workflow and it wouldn't slow down modelling process by forcing us manually create nodes.

Jun 28 2020, 11:43 PM · User Interface, BF Blender

Jun 26 2020

Lsscpp (lsscpp) added a comment to T77909: 2.83lts Regression: Viewport render image ignores colormanagement, and appears to be hardcoded to use sRGB..

depending on the output file’s bit depth. See rB7959dcd4f631.

Changing output from 8 bit to a 16 or 32 bit format doesn't change the output of Viewport Render Image here. Still clamped. Do you have better luck?

Jun 26 2020, 6:43 PM · BF Blender (2.90), EEVEE & Viewport
Lsscpp (lsscpp) added a comment to rB7959dcd4f631: RenderViewport: Texture Format.

So if I choose jpg viewport render are clamped, while if choose exr not?

Jun 26 2020, 1:40 AM

Jun 20 2020

Lsscpp (lsscpp) added a comment to T77909: 2.83lts Regression: Viewport render image ignores colormanagement, and appears to be hardcoded to use sRGB..

What? Viewport Render Image is already waaay faster than F12 render. It's perfect for previewing animations at decent quality. Having everything clamped kills the usefulness of the feature

Jun 20 2020, 1:51 AM · BF Blender (2.90), EEVEE & Viewport

Jun 13 2020

Lsscpp (lsscpp) added a comment to T68935: Unifying I/O importing and drag and drop.

Users should be able to File > Import, and pick a file, and from that on they get to pick the options for that format.

Jun 13 2020, 1:08 AM · Data, Assets & I/O, Import/Export, BF Blender

May 30 2020

Lsscpp (lsscpp) added a comment to T69745: Environment Importance Sampling gives too much noise.

Hopefully here is the right place for this.
I noticed that Smart interpolation is not the same on GPU or CPU. On a simple scene derived from envmap.blend (at the top of this page, I just put Suzanne into a cube with a simple window to let the light in) CPU "Smart" interpolation looks just like "Cubic" while the GPU tiles look like "Linear" without noise. I hope jpeg codec doesn't kills too much the detail (edit: uploaded pngs ;), anyway, blue arrows point to the boundaries of CPU/GPU tiles, and also the magenta one with the difference that it's a harsh horizontal line (CPU/GPU boundary) in the middle of the shadow.
Notice that none of the other interpolations give this differences/artifacts.


Here a screenshot that shows which tiles where evaluated by CPU

And here's the edited blend

May 30 2020, 12:15 AM · Render & Cycles, Cycles, BF Blender

May 28 2020

Lsscpp (lsscpp) added a comment to T68915: Light linking.

can we have this as two additional outputs on the light path node too? A object ID and a material ID output, which return the material/object ID the ray is currently hitting.

This would enable us to have different environment for certain objects based on their object id or material id. For example if you look at the image below of the world shader editor, i'm setting the envinronment to be the hdri for all objects except objects that have a material ID greater than 4, which instead reflect, get lit by, and refract a solid green colour.

It would also mean we could specify in the object shader editor, which materials are visible to other objects/shaders too (by using the object output into a mix shader which has the main material and a transparent bsdf connected to it, and the light path into the factor)

May 28 2020, 2:32 AM · Render & Cycles, Cycles, BF Blender

May 9 2020

Lsscpp (lsscpp) added a comment to D2613: Cycles: Implement persistent storage for all scene data.

Bump this patch page.
Since 2.8 series is up and wealthy, and the Depsgraph job is completed (is it?), how many chances there are that this needed feature might get implemented in the near future?

May 9 2020, 10:42 AM

Mar 24 2020

Lsscpp (lsscpp) added a comment to T74967: Geometry Nodes Design.

@Asher (ThatAsherGuy) It's not two node types - Clusters are analogous to selections. Some apps call them Groups, though it might be confusing since in Blender, the term 'group node' means something else and very different from selections. The apps that call it 'Groups' use a different term for group nodes like 'networks', 'subnetworks' or 'assets'.

Some apps call it Clusters, which doesn't bring with it the naming collision with the over-used term 'group' in Blender.

But, we could also call it simply 'Selections' - although I think users might expect that it would then relate to the current selection in the viewport, which could be misleading.

Or we could call it Groups, but then rename group nodes to 'Meta Nodes' perhaps, which would be consistent with Meta Strips. I don't mind too much what the name is, as long as it doesn't cause confusion by calling two very different things the same name, and as long as it is reasonably clear what it means.

Blender's Vertex Groups perhaps should be renamed to Weight Groups, since they don't really store selections, don't allow for edge or face data - instead they allow you to specify a weight value per vertex.

Mar 24 2020, 12:12 AM · User Interface, BF Blender

Mar 20 2020

Lsscpp (lsscpp) added a comment to T74967: Geometry Nodes Design.

About example nodes on image: How shrinkwrap node know to which mesh it must wrap its input mesh?

Mar 20 2020, 3:40 PM · User Interface, BF Blender

Mar 4 2020

Lsscpp (lsscpp) added a comment to T54862: Multi-Object Properties Editing.

Little thought: would it be more clear if a math "not equal" symbol (≠) is used in not-equal fields when more than one object are selected?

Mar 4 2020, 4:22 PM · User Interface

Jan 15 2020

Lsscpp (lsscpp) added a comment to D6587: Sculpt: Pinch only in the direction perpendicular to the stroke.

I'm not sure I understand what my eyes should see in those two videos. What's the difference?

Jan 15 2020, 1:21 PM

Sep 21 2019

Lsscpp (lsscpp) added a comment to T51231: OpenEXR DWA compression should not apply to non-color data passes.

Dwaa compression has a different value range, it's not 0/100%, but anyway, a slider would be appreciated

Sep 21 2019, 11:56 AM · Sculpt, Paint & Texture, Images & Movies, BF Blender

Sep 17 2019

Lsscpp (lsscpp) added a comment to T69476: Eevee: Option to Display Render Passes in the 3D Viewport.

About this part:

Sep 17 2019, 10:05 AM · EEVEE & Viewport, Sculpt, Paint & Texture

Aug 30 2019

Lsscpp (lsscpp) added a comment to T62971: File Browser UI.

@voxel9
I'm quite against this: I can already imagine bug reports about that "hidden feature".

Aug 30 2019, 8:26 AM · User Interface, BF Blender

May 17 2019

Lsscpp (lsscpp) added a comment to D4806: Box-selection in Outliner using Mouse.

Hi Aqib, just to be a bit nitpicking...
Right now how can Blender tell if you're boxselecting or click-selecting a single object? From the gif it looks like you have to box select not starting from an icon, otherwise it will trigger the action of grabbing the icon and move the object into a collection. Right?
But we need to visually tell that, and it could be done with mouseover highlight: with the new blue selection those circles under the icons become redundant and useless, so they could be used on_mouseover to alert that you are going to "singleclick+grab" instead of box-selecting.
(Hope I was understandable)

May 17 2019, 5:59 PM · User Interface, BF Blender: 2.8

May 14 2019

Lsscpp (lsscpp) added a comment to T64083: Render border around icons.

Instead of opacity wouldn't it be better to choose a solid color? This way we could also select a light rim for dark backgrounds giving a sort of glow to icons. Opacity instead forces us to have only a shadow. In case the user doesn't want a rim it should be enough to set it to the same color of the background to make it "disappear"

May 14 2019, 11:01 AM · User Interface, BF Blender
Lsscpp (lsscpp) added a comment to rB8f71a84496a9: Cycles/Eevee: add Emission and Alpha inputs to Principled BSDF.

I have a little concern, being a Gaffer addon user: all mesh object that have an emission shader in the nodetree are shown in the lights list of the addon (T-panel blender 2.7x). Do you know if this new feature of the principle shader will make every material appear in that list? (making the whole addon useless)

May 14 2019, 10:34 AM

Apr 19 2019

Lsscpp (lsscpp) added a comment to D4683: Support user icon sheets in PNG format.

Couldn't it automatically detect mono or color PNG and in the latter case disable the colorization?

Apr 19 2019, 10:47 AM

Apr 16 2019

Lsscpp (lsscpp) added a comment to T63516: Move tool settings bar to editors.
Apr 16 2019, 9:37 AM · User Interface, BF Blender

Mar 15 2019

Lsscpp (lsscpp) added a comment to rBe2f23d91b989: OpenVDB Voxel remesher: Initial implementation.

Nice work Pablo! I wonder if this could sneek into the remesh modifier...

Mar 15 2019, 4:03 PM

Feb 5 2019

Lsscpp (lsscpp) added a comment to T51231: OpenEXR DWA compression should not apply to non-color data passes.

Is there a reason why compression factor isn't exposed to the user? link

Feb 5 2019, 1:02 AM · Sculpt, Paint & Texture, Images & Movies, BF Blender

Dec 4 2018

Lsscpp (lsscpp) added a comment to T58592: Keyboard shortcut cut links (Ctrl + click) don't work in the Shader Editor.

I'm not sure it's a good idea to sacrifice all those easy modifier keys for box select options though. Consistency is nice, but we also have to look at what is actually useful and efficient.

Dec 4 2018, 2:37 PM · BF Blender

Nov 22 2018

Lsscpp (lsscpp) added a comment to T54842: Merge groups and collections.

I see @Okavango (Okavango) needs, they are common.
A cheap way to accomplish what he asks without making big structural changes would be having the ability to "seal" or "unseal" a collection. Then selecting any object in that collection would select also all the others, so that - selection wise - a collection acts as a single object

Nov 22 2018, 2:02 PM · Code Quest

Nov 9 2018

Lsscpp (lsscpp) added a comment to T57683: New Material Preview.

What is the scale of the scene? I mean, how one of those squares on floor is big? 1 BU?
It would be great if one could set the scale of the preview, to se how mataerials react at arbitrary size

Nov 9 2018, 4:48 PM · BF Blender

Nov 2 2018

Lsscpp (lsscpp) added a comment to D3871: UI: add render output tab to properties editor..

As i posted somewhere else, shouldn't the tab order of the properties panel have scene and renderlayers swapped? (as it is in the "breadcrumbs" in the header)

Nov 2 2018, 10:05 PM

Oct 11 2018

Lsscpp (lsscpp) added a comment to T56510: Blender 2.8 Splash Screen Design.

I like the design a lot. Now that we have this "First launch setup" layout, I think it would make sense to have an homonym operator somewhere* to call it anytime.
*edit: in preferences?

Oct 11 2018, 10:00 AM · User Interface, BF Blender: 2.8

Jul 31 2018

Lsscpp (lsscpp) added a comment to T56175: Bug in glossy shaders with the new reflection fix to Bump and Normal Map nodes.

After further investigation, an information that might be useful to devs: set any bump/normal map node to zero strenght and you'll get the plain artefact, a black circle at grazing angle. Something that reminds me of wrong fresnel behaviour.

Jul 31 2018, 5:09 PM · BF Blender
Lsscpp (lsscpp) renamed T56175: Bug in glossy shaders with the new reflection fix to Bump and Normal Map nodes from Bug in glossy shaders with the new to Bug in glossy shaders with the new reflection fix to Bump and Normal Map nodes.
Jul 31 2018, 4:48 PM · BF Blender
Lsscpp (lsscpp) created T56175: Bug in glossy shaders with the new reflection fix to Bump and Normal Map nodes.
Jul 31 2018, 4:47 PM · BF Blender

Jul 22 2018

Lsscpp (lsscpp) added a comment to T54951: Properties Editor Design.

I agree for the same reasons. That was an old idea. Yet a stronger separation wouldn't hurt

Jul 22 2018, 8:41 PM · BF Blender: 2.8, User Interface, Code Quest

Jun 26 2018

Lsscpp (lsscpp) added a comment to T54951: Properties Editor Design.

what about this?

this way value and state are close together and the design is coherent through the properties.

Jun 26 2018, 5:50 PM · BF Blender: 2.8, User Interface, Code Quest
Lsscpp (lsscpp) added a comment to T54951: Properties Editor Design.

Labels going back in the fields?

Jun 26 2018, 1:13 PM · BF Blender: 2.8, User Interface, Code Quest

Jun 25 2018

Lsscpp (lsscpp) added a comment to T54951: Properties Editor Design.

D looks more logical to me.
Everywhere, beginning from right, you have: state, little padding, value field, little padding, label.
In the special case of checkboxes, label is not aligned with other labels. But hey, it's a special case.

Jun 25 2018, 12:05 PM · BF Blender: 2.8, User Interface, Code Quest

Jun 15 2018

Lsscpp (lsscpp) added a comment to D3474: Image: Refactor render slots to a dynamic list.

This is a fantastic improvement, great work.
It would also be useful if Blender could automatically "auto advance" to the next slot upon rendering.

I can't envision a situation where you'd intentionally want to overwrite an existing slot, but one often wants to compare sequential images and forgets to change slots before, unintentionally overwriting the previous one.

Jun 15 2018, 9:59 AM

Jun 1 2018

Lsscpp (lsscpp) added a comment to T54951: Properties Editor Design.

Would something like this be viable to reduce clutter and to give a better separation for customizing UI?

Jun 1 2018, 1:25 PM · BF Blender: 2.8, User Interface, Code Quest

May 30 2018

Lsscpp (lsscpp) added a comment to T54711: 2.8 UI: Small, independant UI tweaks.

Why? I don't get it.
As on calculators, writing long numbers keeps the cursor on the right hand and expands the digits on the left. Sounds like a trivial matter of right alignement to me, maybe i missed the point

May 30 2018, 7:59 PM · Code Quest

May 17 2018

Lsscpp (lsscpp) added a comment to T54711: 2.8 UI: Small, independant UI tweaks.

Maybe instead of a "V" you could try using a circle/dot checkmark. Usually radio buttons are displayed like that.

May 17 2018, 11:46 AM · Code Quest

May 16 2018

Lsscpp (lsscpp) added a comment to T54711: 2.8 UI: Small, independant UI tweaks.

Just for the sake of consistency, how do you visually communicate in popovers what options have a radio-button behaviour instead of a checkbox one (on-off)? Currently the all have checkbox appearance (you are allowed to think that e.g. you can enable multiple falloff or pivot-point).

May 16 2018, 2:04 PM · Code Quest

May 5 2018

Lsscpp (lsscpp) added a comment to T54965: 3D View Collections Design.

Wouldn't this deserve its own popover in the 3dview header? It could actually be opened with M-key, like layers used to, since afterall this is a new empowered version of layers

May 5 2018, 5:53 PM · User Interface, BF Blender: 2.8, Code Quest

May 3 2018

Lsscpp (lsscpp) removed a watcher for Code Quest: Lsscpp (lsscpp).
May 3 2018, 10:45 PM
Lsscpp (lsscpp) added a comment to T54908: Workbench UX design.

Also detaching the popovers to place them around the viewport becoming pinned automatically.

Yes! nice! and when you close your detached popover (an X is needed), the next time it will be back in its original place under the header

May 3 2018, 5:50 PM · Code Quest
Lsscpp (lsscpp) added a comment to T54908: Workbench UX design.

So far it's not possible to have the old wireframe viewmode: transparent faces+wireframe.
Now, assuming that an additional shading mode (transparent) can be added, we would then have to perform two (mouse movement+)clicks to achieve what now we achieve with one Zkey press.

May 3 2018, 2:31 PM · Code Quest
Lsscpp (lsscpp) added a watcher for Code Quest: Lsscpp (lsscpp).
May 3 2018, 9:42 AM

Jun 30 2017

Lsscpp (lsscpp) added a comment to D2662: Cycles: Adaptive rendering based on a norm of rendered pixels.

Ideally the adaptive sampling should take color management into account indeed, though in general it's unknown what kind of image transforms might be applied in compositing. A simple color_scene_linear_to_srgb() or sqrt() might already see a noticeable improvement.

Jun 30 2017, 10:10 AM

Jun 29 2017

Lsscpp (lsscpp) added a comment to D2662: Cycles: Adaptive rendering based on a norm of rendered pixels.

Frankly, all the tests look absolutely gorgeous, not just the headlights :)
What I miss is a comparison at same render time: plain vs adaptive.
The original render takes hours but deciding what is 100% quality sounds arbitrary here.

Jun 29 2017, 4:34 PM
Lsscpp (lsscpp) added a comment to D2662: Cycles: Adaptive rendering based on a norm of rendered pixels.

One thing I didn't understand: is the check done at pixel level or at the whole tile?

Jun 29 2017, 1:27 PM

May 22 2017

Lsscpp (lsscpp) added a comment to D2662: Cycles: Adaptive rendering based on a norm of rendered pixels.

So I understand that Norm here is a sort of threshold, right? Then, setting Norm, is like setting the "main level of smoothness" of the image.
Could this include a time-halt condition?

May 22 2017, 10:01 AM

Apr 12 2017

Lsscpp (lsscpp) added a comment to D2574: Cycles: Implement optional normal adjustment that ensures valid reflections for normal maps and bump maps.

I found a weird shading bug for wide surfaces. It behaves alike when using procedural texture for bump mapping or in displacement slot

Apr 12 2017, 2:38 PM · Cycles
Lsscpp (lsscpp) added a comment to T51008: Normal map with bold relief causes black artifacts with Glossy BSDF shader.

I found a weird shading bug for wide surfaces. The black reflections come back in this file: http://pasteall.org/blend/index.php?id=46239

Apr 12 2017, 2:12 PM · Rendering, Cycles, BF Blender

Mar 9 2017

Lsscpp (lsscpp) added a comment to D2313: Cycles Disney BRDF.

Occasionally testing this branch (build 26e906d) it appears to have a major bug rendering SSS with Branched Path Tracing, as shown in pictures here: https://blenderartists.org/forum/showthread.php?403342-Cycles-Disney-Brdf&p=3162218&viewfull=1#post3162218. Basically branched takes care of base color only, as if it is ignoring the SSS color input.

Mar 9 2017, 12:54 PM · Cycles

Mar 2 2016

Lsscpp (lsscpp) created T47656: Branched Path Tracing samples can go down to 0 (??).
Mar 2 2016, 12:25 PM · BF Blender

May 5 2015

Lsscpp (lsscpp) added a comment to D1281: Cycles: Adding a "No Override Layers" option.

I think that a feature like this would be better than making two or more renderlayers and compositing just because two render layers mean two different renders in a row, which means more time. I don't know how blender works under the hood, I imagined that with material override there's some "switch material" at the end for every object, so I thought that it would be easy to just mark some objects to be excluded from this switch.

May 5 2015, 9:39 PM
Lsscpp (lsscpp) added a comment to D1281: Cycles: Adding a "No Override Layers" option.

Hi Lukas, great to see you giving some time to this, thank you a lot!
As posted on BA, there could be another option for this, that is having the override driven by a group instead. What do you devs think is more appropriate?

May 5 2015, 6:18 PM

Apr 6 2015

Lsscpp (lsscpp) added a comment to D1132: Cycles: Experiment with making previews more interactive.

Sorry if this can be seen as a feature request: currently the rendered preview redraws on *any* change happening in the node-tree even if the node added/removed/changed is not connected or evaluated (mix=0/1 conditions). This is sometimes annoying since long and clean previews get cleared (and slow the system down while re-rendering) while one is making some node operation that don't affect the final material appearance.
For the sake of this kind of optimizations, do you think that this can be addressed?

Apr 6 2015, 9:07 PM

Feb 27 2015

Lsscpp (lsscpp) added a comment to D301: Number of samples taken per progressive iteration.

Hi, being a former Maxwell user I can say how much progressive refine can be useful, giving you the chance to stop the process anytime and have a full-frame render anyway. The plus in Maxwell is that for each step it actually writes a temp image, to keep the job safe in case of a crash or power failure.

Feb 27 2015, 1:57 PM

Oct 17 2014

Lsscpp (lsscpp) added a comment to D808: Adaptive stopping and sample distribution for Cycles.

Hi Lukas, regarding the UI debate, what about adding just a slider named "AA samples multiplier"? It could come along with a text exposing the evaluated total, as well as how it happens in the bottom of the samples panel when you enable branched path tracing.
Also, I don't know if the word Confidence comes from the papers or from some JND/MonteCarlo/math-related glossary, but for us final users wouldn't be Convergence or Smoothness more obvious?

Oct 17 2014, 10:57 AM · Cycles

Oct 13 2014

Lsscpp (lsscpp) added a comment to T42212: Probable bug in (regular) Path tracing method.

Sorry, I forgot to mention, the behavior is both in GPU and CPU rendering

Oct 13 2014, 8:40 PM · Cycles, BF Blender
Lsscpp (lsscpp) created T42212: Probable bug in (regular) Path tracing method.
Oct 13 2014, 8:39 PM · Cycles, BF Blender

Jul 8 2014

Lsscpp (lsscpp) added a comment to T40774: adaptive sampling v01.

Still i can't see benefits in my daily usage ...probably beacause it's not clear to me what this patch is actually doing!

Jul 8 2014, 6:06 PM · Tracker Curfew, BF Blender, Cycles

Jun 24 2014

Lsscpp (lsscpp) added a comment to T40774: adaptive sampling v01.

Anyway. How can Blender users have a try at your patch?

Jun 24 2014, 12:05 PM · Tracker Curfew, BF Blender, Cycles
Lsscpp (lsscpp) added a comment to T40774: adaptive sampling v01.

Hi, I'm quite interested in these adaptive solutions.
How do you manage to avoid visible tile boundaries in a low sampled render?
Using (entire)tile stop condition easily lead to have adiacent tiles with equal threshold but visible difference in terms of noise, as I experienced with the other experimental method developed by likas.

Jun 24 2014, 12:03 PM · Tracker Curfew, BF Blender, Cycles

Jun 10 2014

Lsscpp (lsscpp) added a comment to T38401: Metropolis Sampling.

About me asking earlier if it was possible to have per-pixel stop-condition, I thought of a workflow like this:

Jun 10 2014, 2:19 PM · BF Blender, Cycles

May 8 2014

Lsscpp (lsscpp) added a comment to T38401: Metropolis Sampling.

Yes indeed, my tiny test showed way lower speed gains. Indeed almost no speed gain for bit-noisy renders. But this is probably my fault.

May 8 2014, 5:13 PM · BF Blender, Cycles
Lsscpp (lsscpp) added a comment to T38401: Metropolis Sampling.

Do I read well: now your CPU rendering is 4 times faster than GPU... instead of 8 times slower??
This means 32 times faster in CPU/CPU comparison!! Or in other words, 3200% speed boost, or also rendering in ~3% of the time!
Ok, let's say that I misunderstand something here...

May 8 2014, 4:50 PM · BF Blender, Cycles

May 5 2014

Lsscpp (lsscpp) added a comment to T38401: Metropolis Sampling.

How hard - if ever possible - is it to implement per-pixel stop condition?

May 5 2014, 10:57 AM · BF Blender, Cycles

Apr 17 2014

Lsscpp (lsscpp) added a comment to T38401: Metropolis Sampling.

as m9105826 says. test could be done on a more difficult scene as this: http://www.blenderartists.org/forum/showthread.php?331149-The-new-Cyles-GPU-2-70-Benchmark

Apr 17 2014, 4:19 PM · BF Blender, Cycles
Lsscpp (lsscpp) added a comment to T38401: Metropolis Sampling.

Juicy results!
Lukas, what is actually the difference between "adaptive stopping" and "adaptive stopping+sampling" ?

Apr 17 2014, 4:13 PM · BF Blender, Cycles

Apr 10 2014

Lsscpp (lsscpp) added a comment to T38401: Metropolis Sampling.

IIRC LuxCore implementation uses max error inside each tile, and it sounds reasonable too. This way you always know how much the error might be.
Can't wait to test this out. Can you (ora anyone) please upload the build once it is ready?

Apr 10 2014, 9:29 AM · BF Blender, Cycles

Apr 5 2014

Lsscpp (lsscpp) added a comment to T38401: Metropolis Sampling.

I dare.
There is also one more opportunity: time halt condition. To make this possible the engine should know how long each tile takes to render, so a first pass (with a minimum sample number to be decided) should be done for all the tiles. This would give two benefits: a proper render-time estimation, and a first rough look at the whole render output.

Apr 5 2014, 2:47 PM · BF Blender, Cycles

Apr 4 2014

Lsscpp (lsscpp) updated subscribers of T38401: Metropolis Sampling.

@Jason Clarke (jtheninja)
I actually don't know ;)

Apr 4 2014, 7:57 PM · BF Blender, Cycles
Lsscpp (lsscpp) added a comment to T38401: Metropolis Sampling.

BTW, Yafaray has something similar since ages. Wondering what is the noise-aware implementation there...

Apr 4 2014, 5:34 PM · BF Blender, Cycles
Lsscpp (lsscpp) added a comment to T38401: Metropolis Sampling.

And it's what I've been waiting for a looong time... :)
http://blenderartists.org/forum/showthread.php?236453-Measuring-Noise-in-Cycles-Renders&p=2001913&viewfull=1#post2001913
http://blenderartists.org/forum/showthread.php?255683-Cycles-status-%28as-of-May-14th%29&highlight=cycles+status
http://blenderartists.org/forum/showthread.php?236453-Measuring-Noise-in-Cycles-Renders&p=2370199&viewfull=1#post2370199
http://blenderartists.org/forum/showthread.php?216113-Brecht-s-easter-egg-surprise-Modernizing-shading-and-rendering&p=2395532&viewfull=1#post2395532

Apr 4 2014, 5:32 PM · BF Blender, Cycles

Mar 31 2014

Lsscpp (lsscpp) added a comment to T37982: File Browser options minor UI improvements.

Yep thumbnails are better than nothing, but often i feel the lack of a good (big) view of textures (Not to speak about the time needed to see all the thumbnails in a crowded folder.). So I have to reach the folder via system and search the images with an external app (a trivial viewer). Having a view that is fullsize and scrollable would be a gift. A thought this because Blender already has its own viewer

Mar 31 2014, 10:12 PM · User Interface, BF Blender

Mar 26 2014

Lsscpp (lsscpp) added a comment to T37982: File Browser options minor UI improvements.

Any chance to have a preview area in the file browser?

Mar 26 2014, 3:00 PM · User Interface, BF Blender

Feb 21 2014

Lsscpp (lsscpp) added a comment to T38401: Metropolis Sampling.

@Lukas Stockner (lukasstockner97) no, unfortunately i have no clue about performance
@Jason Clarke (jtheninja) can you please make another BMW test with no adaptive, letting cycles run for 3:03 as well, so we can see how better the algorithm distributed the samples in the same amount of time?

Feb 21 2014, 9:43 AM · BF Blender, Cycles

Feb 20 2014

Lsscpp (lsscpp) added a comment to T38401: Metropolis Sampling.

I actually did a search... Google this: "entropy based adaptive sampling paper"

Feb 20 2014, 8:01 AM · BF Blender, Cycles
Lsscpp (lsscpp) added a comment to T38401: Metropolis Sampling.

Wow! Can't wait to test it (whenever a build apparso on graphicall). About more advanced difference predicatore, i remember i posted somewhere a link to a paper named something like "Entropy variance". That could be something worth to look at

Feb 20 2014, 7:54 AM · BF Blender, Cycles

Feb 16 2014

Lsscpp (lsscpp) added a comment to T38401: Metropolis Sampling.

@ lukasstockner97
Regarding difficulty vs remaining noise, what about the idea shown here? (http://blenderartists.org/forum/showthread.php?236453-Measuring-Noise-in-Cycles-Renders&p=1985872&viewfull=1#post1985872)

Feb 16 2014, 5:09 PM · BF Blender, Cycles

Dec 19 2013

Lsscpp (lsscpp) added a comment to T37450: Tool settings panel location in the UI.

Hi, i'd like to resume here a mockup i made a while ago on BA UI enhancements thread.

Dec 19 2013, 10:25 PM · User Interface, BF Blender