Search found 434 matches
- Sat Apr 11, 2020 5:22 pm
- Forum: User Support
- Topic: Shading issue
- Replies: 7
- Views: 3430
Re: Shading issue
I checked and Custom Split Normals was already added to the mesh. I clear it and the artefacts don't show up again even tough I add the Custom Split Normals back :shock: . Any explanation? :geek: Thank you all for all your tips. Glad we could help! I have observed that with custom split normals, th...
- Sat Apr 11, 2020 2:49 pm
- Forum: Development
- Topic: Limit CPU threads for compilation (Windows)
- Replies: 10
- Views: 5935
Re: Limit CPU threads for compilation (Windows)
I think, like you, I'll settle for the :2 option for the moment. The lag is not so bad as to prevent me from working in the background, and you have a good indicator for a completed build when the lag is gone
- Sat Apr 11, 2020 11:09 am
- Forum: Development
- Topic: Limit CPU threads for compilation (Windows)
- Replies: 10
- Views: 5935
Re: Limit CPU threads for compilation (Windows)
Thanks for the help, now I was able to improve performance and also understand the relevant part of the script. (one problem in my earlier attempts was that - working mostly with python - I misinterpreted the brackets in the comment "/cpucount[:n] specifies ..." :lol: ) The scaling of msbu...
- Sat Apr 11, 2020 10:47 am
- Forum: User Support
- Topic: Shading issue
- Replies: 7
- Views: 3430
Re: Shading issue
One more idea: Do you use Blenders custom split normals in your mesh?
LuxCore supports it only since v2.4.I don't think it would explain all of your problems, but if not you could try using them and see if that fixes those spots.
LuxCore supports it only since v2.4.I don't think it would explain all of your problems, but if not you could try using them and see if that fixes those spots.
- Fri Apr 10, 2020 10:42 pm
- Forum: Development
- Topic: Limit CPU threads for compilation (Windows)
- Replies: 10
- Views: 5935
Re: Limit CPU threads for compilation (Windows)
if I set something like set CPUCOUNT=4, it just aborts after a few seconds. would that be correct syntax though? I can't find anything about this via google.
- Fri Apr 10, 2020 8:52 pm
- Forum: User Support
- Topic: Transparent Backgrounds under standalone render.
- Replies: 4
- Views: 4537
Re: Transparent Backgrounds under standalone render.
Digging out this old thread as its the only reference I found...
Just noticed myself that BlendLux doesn't export alpha. Its indeed easy to changeby adding one letter in the cfg, but perhaps you want to reconsider enabling it in the addon?
Just noticed myself that BlendLux doesn't export alpha. Its indeed easy to changeby adding one letter in the cfg, but perhaps you want to reconsider enabling it in the addon?
- Fri Apr 10, 2020 8:31 pm
- Forum: Development
- Topic: Limit CPU threads for compilation (Windows)
- Replies: 10
- Views: 5935
Limit CPU threads for compilation (Windows)
Is there a way to limit the number of CPU threads during compilation?
Currently, it makes the system quite unresponsive for a few minutes. I can live with 8 min compile time instead of 5, if I can use the computer in the meanwhile.
Currently, it makes the system quite unresponsive for a few minutes. I can live with 8 min compile time instead of 5, if I can use the computer in the meanwhile.
- Fri Apr 10, 2020 2:42 pm
- Forum: User Support
- Topic: HDRi and Light Tracing
- Replies: 41
- Views: 17232
Re: HDRi and Light Tracing
Tried standalone, same result.
Also tried setting the cpu thread count to 0. Again, no change to the shadow, only the reflection by the mirror cube disappears (as I would expect)
Also tried setting the cpu thread count to 0. Again, no change to the shadow, only the reflection by the mirror cube disappears (as I would expect)
- Fri Apr 10, 2020 2:22 pm
- Forum: User Support
- Topic: HDRi and Light Tracing
- Replies: 41
- Views: 17232
Re: HDRi and Light Tracing
Here is a side-by-side comparison. Still a tiny bit of color difference of the background plane but I think we can agree the shadow difference goes beyond that. I could not replicate it (from within Belnder) with some settings variations (cpu/OCL, light tracing on/off, cache on/off) compare.png I wi...
- Fri Apr 10, 2020 12:42 pm
- Forum: User Support
- Topic: HDRi and Light Tracing
- Replies: 41
- Views: 17232
Re: HDRi and Light Tracing
One thing I found while exporting from Blender is that the exported camera FOV does not take into account the sensor fit method, which initially resulted in a much smaller FOV than anticipated This seems to be normal behaviour of LuxcoreUI specifically. Acutally had this question on ym mind for a w...