Search found 3203 matches

by B.Y.O.B.
Thu Oct 29, 2020 10:26 am
Forum: User Support
Topic: Lighting and PBR - The Parthenon
Replies: 9
Views: 853

Re: Lighting and PBR - The Parthenon

In your setup you will need a mesh (e.g. fog box) to limit the extent of the fog, because you're using lights that are infinitely far away (sun and sky) and you don't want to have an infinite amount of fog between them and your geometry. So just use the procedure described here: https://forums.luxco...
by B.Y.O.B.
Wed Oct 28, 2020 11:28 pm
Forum: User Support
Topic: GPU render experience
Replies: 28
Views: 2427

Re: GPU render experience

There were no changes that could affect this as far as I know, so it is most likely specific to this scene.
by B.Y.O.B.
Wed Oct 28, 2020 10:15 pm
Forum: User Support
Topic: Pseudo Color Exposure (LUX)
Replies: 3
Views: 413

Re: Pseudo Color Exposure (LUX)

Your screenshot is super tiny.
But it appears you are using some false-color mode built into Blender. I don't know how that behaves, but it's not what Dade meant.

Also, make sure to set the sun and sky gain to 1 for your use case.
by B.Y.O.B.
Wed Oct 28, 2020 9:33 am
Forum: User Support
Topic: Render Animation
Replies: 5
Views: 402

Re: Render Animation

I doubt it will be faster or more stable (unless there's some bug in the Blender addon or Blender affecting you). What it will do is save memory: the scene only needs to be loaded by LuxCore and not by Blender, too. So if your scene doesn't fit into RAM when rendering in Blender, it might be interes...
by B.Y.O.B.
Wed Oct 28, 2020 9:05 am
Forum: User Support
Topic: Render Animation
Replies: 5
Views: 402

Re: Render Animation

Exporting a LuxCore scene per frame should work if you enable the Filesaver mode in the render properties, LuxCore Tools panel.
However, you will need to write a small batch or Python script to render all frames with standalone LuxCore afterwards.
by B.Y.O.B.
Tue Oct 27, 2020 7:47 pm
Forum: User Support
Topic: GPU render experience
Replies: 28
Views: 2427

Re: GPU render experience

Ah, I have misinterpreted your first post. I'll turn on the tiled rendering, see if it helps. BlendLuxCore always updates the whole film, even when tiled rendering is used. This is because we don't get a message each time LuxCore is done with a tile, so we can not react to that on a per-tile basis. ...
by B.Y.O.B.
Tue Oct 27, 2020 1:38 pm
Forum: User Support
Topic: GPU render experience
Replies: 28
Views: 2427

Re: GPU render experience

I have already written about the causes for hanging on high-resolution final renders here: https://github.com/LuxCoreRender/BlendLuxCore/issues/521#issuecomment-667749833 Cycles and Radeon ProRender are usually used with small tiles, and they only update the pixels of one tile on each update. LuxCor...
by B.Y.O.B.
Sat Oct 24, 2020 2:02 pm
Forum: Development
Topic: UVRandomMapping2D (and LocalRandomMapping3D)
Replies: 11
Views: 1456

Re: UVRandomMapping2D (and LocalRandomMapping3D)

juangea wrote:
Sat Oct 24, 2020 11:24 am
This is not yet in BlendLuxCore right?
Yes, I have to admit I kind of forgot about this.
by B.Y.O.B.
Fri Oct 23, 2020 1:50 pm
Forum: Development
Topic: Better Cycles compatibility
Replies: 4
Views: 688

Re: Better Cycles compatibility

Please embed the images into your post. My attempt to render Quixel assets with Cycles shaders, which isn't complex (same with Scatter addon assets), Log says about lack of basic operators: The problem with these "basic operators" is that there are just so many of them, so it takes time and effort t...
by B.Y.O.B.
Thu Oct 22, 2020 11:55 am
Forum: User Support
Topic: question
Replies: 26
Views: 955

Re: question

When creating textures, the same principle applies. So a texture that has a patch of "pure white" should have values around (0.7, 0.7, 0.7) in that area.