Search found 20 matches

by SteffenD
Tue Jun 15, 2021 1:04 pm
Forum: Development
Topic: Scene texture maps resize policy: MIPMAPMEM
Replies: 9
Views: 3840

Re: Scene texture maps resize policy: MIPMAPMEM

Ah, thanks for clarification, Dade.
Sounds like a very clever solution.
by SteffenD
Tue Jun 15, 2021 10:27 am
Forum: Development
Topic: Scene texture maps resize policy: MIPMAPMEM
Replies: 9
Views: 3840

Re: Scene texture maps resize policy: MIPMAPMEM

Nice progress. One question though:
Is this new feature comparable to a "real" texture cache (using tiled and mipmapped tx files) like the one used by Arnold or Redshift?
by SteffenD
Mon Aug 31, 2020 4:41 pm
Forum: Development
Topic: Holdout support
Replies: 5
Views: 3662

Re: Holdout support

Very nice and useful. But are there plans to also support the Collection "Holdout" property (or what it might be called):
Image

This is already working in BlendLuxCore for "Indirect Only" right next to it.
by SteffenD
Wed Aug 07, 2019 3:53 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 516867

Re: BlendLuxCore Development

Great! Will there be a 2.80 build for Linux as well?
by SteffenD
Fri Feb 08, 2019 4:24 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 502850

Re: PhotonGI cache

Yes, sorry. I just updated my last reply. The daily build works fine, only my own compile is crashing.
by SteffenD
Fri Feb 08, 2019 4:19 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 502850

Re: PhotonGI cache

No, nothing special on my side. Even after using "Load Factory Settings" and re-activating the LuxCore addon, pressing F12 instantly crashes Blender with the default cube. EDIT: Oh, wait. It doesn't crash with the official buildbot version of 2.79 but only with my own compile (which usuall...
by SteffenD
Fri Feb 08, 2019 2:56 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 502850

Re: PhotonGI cache

Just wanted to give the very latest and greatest LuxCore and BlendLuxCore a try and it works amazingly. The OIDN denoiser can help a lot. As soon as I switch on the PhotonGI cache though Blender segfaults. [LuxCore][1049.913] Configuring 32 CPU render threads [LuxRays][1049.913] Preprocessing DataSe...
by SteffenD
Mon Feb 26, 2018 7:16 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 516867

Re: BlendLuxCore Development

Cool! Looking forward to it then! :)
by SteffenD
Mon Feb 26, 2018 7:10 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 516867

Re: BlendLuxCore Development

OIC, thanks!

So I have one further stupid question:
Does this mean you can select a single material id to be output as a mask channel or can you add let's say 20 of these all at once to be output in 20 separate AOVs / channels?
by SteffenD
Mon Feb 26, 2018 5:54 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 516867

Re: BlendLuxCore Development

Anti-aliased mask channels? Sounds very interesting. How's that gonna work?

Are there maybe future plans to support cryptomatte as well?