nakaging capsule

Post your tests, experiments and unfinished renderings here.
kintuX
Posts: 809
Joined: Wed Jan 10, 2018 2:37 am

Re: nakaging capsule

Post by kintuX »

Dade wrote: Fri Jan 26, 2018 10:09 pm
Dade wrote: Wed Jan 24, 2018 9:15 am It is in the know bugs of the release notes: "PATHOCL+METROPOLIS output difference with PATHOCL+RANDOM/SOBOL" (https://wiki.luxcorerender.org/LuxCoreR ... Notes_v2.0)

I guess it is time to look again in this problem.
All the day to fix this damn bloody bug ! I have the proof, some bug is sentient, only an intelligent form could hide so well.

Anyway, fixed !
This is great. LuxCore is coming to life... :D
User avatar
Sharlybg
Donor
Donor
Posts: 3101
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: nakaging capsule

Post by Sharlybg »

Just a 1.5 k test of interior:

GPU ==> HD 7970
RENDERTIME ==> 8h
POLYCOUNT ==> 2192k
RENDERMOD ==> Path OCL Sobol
EDIT ==> none
EFFECTS ==> none
RENDER SET ==> difduse/glossy = 8 ... specular/total = 16
RESOLUTION ==> 1337 X 1540

NK 15k.jpg
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: nakaging capsule

Post by Dade »

Use variance clamping :idea:
Support LuxCoreRender project with salts and bounties
User avatar
Sharlybg
Donor
Donor
Posts: 3101
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: nakaging capsule

Post by Sharlybg »

Dade wrote: Sat Feb 03, 2018 9:50 am Use variance clamping :idea:
Of course ;) . but this one is for defferent purpose want to judge the raw speed and directly compare with the upcoming apha 3.0 without clamping.
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
david57
Posts: 103
Joined: Mon Jan 22, 2018 11:30 pm

Re: nakaging capsule

Post by david57 »

Looks good.
User avatar
Sharlybg
Donor
Donor
Posts: 3101
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: nakaging capsule

Post by Sharlybg »

david57 wrote: Sat Feb 03, 2018 8:03 pmLooks good.
thanks. I also hope the final output will be better than that :roll:

New test for the BIDIR engine in alpha 2( i think it is the same in alpha 3).

___first of all big 5 ***** to you DADE for the work on the glass 2 shader. it is unbelievable the way glass get fast clean now.would never believe that glass shader could be cleaner after few minute than diffuse or glossy.good job.

GPU ==> i7 6700k
RENDERTIME ==> 7h
POLYCOUNT ==> 2192k
RENDERMOD ==> BIDIR
EDIT ==> none
EFFECTS ==> none
RENDER SET ==> eye/light deph ==>> 12
RESOLUTION ==> 859 X 990
LIGHTING ===>> 1 HDRi nothing more


Wip bidir 7hr alpha 2.png
Strange thing the ceilling and the wall share the same shader but ceilling look like hyper white diffuse will check.
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: nakaging capsule

Post by Dade »

Sharlybg wrote: Sat Feb 03, 2018 9:26 pm Strange thing the ceilling and the wall share the same shader but ceilling look like hyper white diffuse will check.
The ceiling looks quite strange, are you sure it uses the same wall material definition ? If it does, can you upload the light+walls+ceil scene so I can check what is going on ?
Support LuxCoreRender project with salts and bounties
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: nakaging capsule

Post by B.Y.O.B. »

Sharlybg wrote: Sat Feb 03, 2018 9:26 pm Strange thing the ceilling and the wall share the same shader but ceilling look like hyper white diffuse will check.
Are you using a glossy shader for the walls?
Maybe the normal of the ceiling is wrong (pointing away from the camera).

Glossy materials are rendered as matte on the backface (I don't really understand the reason for this and it has bitten me a few times in the past).
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: nakaging capsule

Post by Dade »

B.Y.O.B. wrote: Sun Feb 04, 2018 1:26 pm Glossy materials are rendered as matte on the backface (I don't really understand the reason for this and it has bitten me a few times in the past).
True, it is something I have always found a bit strange.
Support LuxCoreRender project with salts and bounties
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: nakaging capsule

Post by B.Y.O.B. »

Can we change it? :D
Post Reply