Ah, thanks for clarification, Dade.
Sounds like a very clever solution.
Search found 20 matches
- Tue Jun 15, 2021 1:04 pm
- Forum: Development
- Topic: Scene texture maps resize policy: MIPMAPMEM
- Replies: 9
- Views: 3985
- Tue Jun 15, 2021 10:27 am
- Forum: Development
- Topic: Scene texture maps resize policy: MIPMAPMEM
- Replies: 9
- Views: 3985
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?
Is this new feature comparable to a "real" texture cache (using tiled and mipmapped tx files) like the one used by Arnold or Redshift?
- Mon Aug 31, 2020 4:41 pm
- Forum: Development
- Topic: Holdout support
- Replies: 5
- Views: 3678
- Wed Aug 07, 2019 3:53 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 527956
Re: BlendLuxCore Development
Great! Will there be a 2.80 build for Linux as well?
- Fri Feb 08, 2019 4:24 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509425
Re: PhotonGI cache
Yes, sorry. I just updated my last reply. The daily build works fine, only my own compile is crashing.
- Fri Feb 08, 2019 4:19 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509425
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...
- Fri Feb 08, 2019 2:56 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509425
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...
- Mon Feb 26, 2018 7:16 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 527956
Re: BlendLuxCore Development
Cool! Looking forward to it then!
- Mon Feb 26, 2018 7:10 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 527956
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?
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?
- Mon Feb 26, 2018 5:54 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 527956
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?
Are there maybe future plans to support cryptomatte as well?