in latest blendluxcore all objects that are linked to a scene have a gray material instead of linked one. I guess this is a blendluxcore bug?
original object:
when linked in a scene:
Search found 1921 matches
- Wed Mar 13, 2019 6:54 am
- Forum: User Support
- Topic: linked objects are gray
- Replies: 3
- Views: 1593
- Wed Mar 13, 2019 6:35 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509411
Re: PhotonGI cache
Ok, so switching to power(latest daily) works with many lightsources just fine, also with meshlights! Not only that, but even simple enviro lighting gave me cleaner cache with power than with logpower. I think if this problem cannot be fixed with logpower then power light strategy should be set as d...
- Tue Mar 12, 2019 5:36 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509411
Re: PhotonGI cache
But it is one thing that it is weak lightsource that doesn't contribute to scene much and it is something different if that lightsource, or multiple of them are taking away stronger photons from stronger lightsource. Your test doesn't look too clean too. try copy the weak light source couple of time...
- Tue Mar 12, 2019 2:58 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509411
Re: PhotonGI cache
It's happening with area lights too...
I don't know if it's all the lights competing with each other or just all lights vs enviro lighting though. I'm also not sure if sun and sky are having this conflict aswell.
I don't know if it's all the lights competing with each other or just all lights vs enviro lighting though. I'm also not sure if sun and sky are having this conflict aswell.
- Tue Mar 12, 2019 11:46 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509411
Re: PhotonGI cache
:lol: This is happening with all lightsources it seems, I tried to remove meshlight and used spotlight. If I compare cache debug with spotlight off it is relatively clean, if I enable spotlight cache starts to look like trash.... I wouldn't be surprised if it's even sunlight partially having problem...
- Tue Mar 12, 2019 11:37 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509411
Re: PhotonGI cache
There has to be a way to make it work with complex lights... It is not a complex light, it is just a huge waste of resources to model a spot light source with 480 triangles. Just use a spot light inside a architectural glass surface. Also, I tried force disabling and enabling DLS for that lightsour...
- Tue Mar 12, 2019 11:08 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509411
Re: PhotonGI cache
I'm pretty sure the problem is triggered by the light source having 480 triangles. This is over the 256 threshold used to disable direct light sampling. I will check and fix the code to handle this case but using light sources with hundred of triangles is not efficient. There has to be a way to mak...
- Mon Mar 11, 2019 7:23 pm
- Forum: Works in Progress
- Topic: Comparison Between Lux and Cycles
- Replies: 20
- Views: 19164
Re: Comparison Between Lux and Cycles
Here's my experience. When I started working with blender I wanted to use corona as I was used to it... But addon was buggy and at one point I decided to give cycles a try since I've seen some nice renders from it. So I tried it and I loved it and especially with 2.8 and eevee being capable of displ...
- Mon Mar 11, 2019 4:01 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509411
Re: PhotonGI cache
Maybe too many photons are fired from the mesh emitter and not enough from the sky? An interesting thing is, if I raise the amount of photons and cache size (to a very lare number) I can cover up back the cache entries from meshlight with entries from skylight, HOWEVER the moment I raise power of m...
- Mon Mar 11, 2019 3:14 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509411
Re: PhotonGI cache
So I downloaded latest daily and plugin to be sure and here's my result out of the box no settings changed, just opening and rendering the scene: cacheout.jpg and here's how things look when I make the meshlight more powerful - you can see how meshlight samples are separated from environment light s...