Search found 456 matches
- Tue Aug 06, 2019 2:57 pm
- Forum: User Support
- Topic: Huge RAM usage during kernel compilation
- Replies: 16
- Views: 5592
Re: Huge RAM usage during kernel compilation
NVIDIA here. Update on RAM usage. I've killed blender. Closed any other programs. 16Gb of total ram. Started again blender and the scene. Press render. Just before kernel compilation I was less than 5Gb. Kernel compilation started and fastly grow up to 15Gb (ram usage of blender process). And it's s...
- Tue Aug 06, 2019 2:41 pm
- Forum: User Support
- Topic: Huge RAM usage during kernel compilation
- Replies: 16
- Views: 5592
Huge RAM usage during kernel compilation
Is it normal that during the kernel compilation the RAM usage doubles?
I have a scene that needs 4Gb (at least this is what task manager says) but during the kernel compilation RAM goes to 8GB.
Anyone else?
I have a scene that needs 4Gb (at least this is what task manager says) but during the kernel compilation RAM goes to 8GB.
Anyone else?
- Tue Aug 06, 2019 9:58 am
- Forum: User Support
- Topic: IES file format
- Replies: 0
- Views: 3271
IES file format
Hi devs, what's the specification required by LuxCore for IES file? I remember something about to have symmetric IES file...but it's the only requirement? I have a IES file that I think it's not symmetric and I'm trying to modify it to make it symmetric (the asymmetry is really low) but I always get...
- Mon Aug 05, 2019 10:35 am
- Forum: General Discussion
- Topic: What files can LuxCoreRender work with
- Replies: 4
- Views: 6219
Re: What files can LuxCoreRender work with
It seems that it's able to export the 3dmodel with DXF file format (DWG is not importable into Blender) https://www.chiefarchitect.com/support/article/KB-00013/converting-plan-files-to-dwg-or-dxf.html EDIT: Actually it seems it exports with many 3d file format chrome_2019-08-05_12-36-28.png (taken f...
- Fri Aug 02, 2019 7:23 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 521075
Re: BlendLuxCore Development
Ok. No problem.
- Fri Aug 02, 2019 12:41 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 521075
Re: BlendLuxCore Development
A question for the 2.8 addon.
Is it possible to add pixel information in the viewport rendering? I'd like to see pixel color values of the rendered viewport without doing a final render.
Is it possible to add pixel information in the viewport rendering? I'd like to see pixel color values of the rendered viewport without doing a final render.
- Fri Aug 02, 2019 9:15 am
- Forum: User Support
- Topic: camera white balance
- Replies: 18
- Views: 16737
Re: camera white balance
welcome chafouin!!
I think it's important to have a camera white balance tool.
Curious to see your next steps!
I think it's important to have a camera white balance tool.
Curious to see your next steps!
- Fri Aug 02, 2019 9:10 am
- Forum: Development
- Topic: Material/Texture rework in v2.4
- Replies: 38
- Views: 25650
Re: Material/Texture rework in v2.3
Something similar to stansu request a suggest a "conpensate camera exposure" checkbox. I use it always for graphical lightbox inside stores cause it avoid to make test renders everytime I place lightboxes inside a new environment that has different lighting setup (and its camera exposure)....
- Fri Aug 02, 2019 6:55 am
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 521075
Re: BlendLuxCore Development
You're great devs!!
As soon as you consider it ready to test give us a link!
As soon as you consider it ready to test give us a link!
- Thu Aug 01, 2019 7:51 am
- Forum: User Support
- Topic: big mirrors and fireflies
- Replies: 64
- Views: 22760
Re: big mirrors and fireflies
Downloaded latest build and it works fine...
I'm experimenting with the visibility options to check the best setup.
In your tests, did you disabled all the vibility options? At the moment I've tried just the specular one and it's perfect in the mirrors.
I'm experimenting with the visibility options to check the best setup.
In your tests, did you disabled all the vibility options? At the moment I've tried just the specular one and it's perfect in the mirrors.