Search found 9 matches

by rrubberr
Sat Jul 28, 2018 7:28 pm
Forum: User Support
Topic: Issue With Too Many Alpha Textured Meshes
Replies: 5
Views: 190

Re: Issue With Too Many Alpha Textured Meshes

Dade wrote:
Sat Jul 28, 2018 4:11 pm
Now, I have applied the same solution used for heterogeneous volume rendering, to the generic scene intersection code and it seems to works fine and to solve the above problem:
Thank you for the quick fix.
by rrubberr
Sat Jul 28, 2018 3:29 pm
Forum: User Support
Topic: Issue With Too Many Alpha Textured Meshes
Replies: 5
Views: 190

Re: Issue With Too Many Alpha Textured Meshes

Can you show your material node setup? Are you using the opacity socket or still the old "mix with null"? The opacity socket is a lot faster. If I remember correctly, it should also not be dependent on the path depth, however in a quick test I can reproduce a darkening effect that appears weakly wh...
by rrubberr
Sat Jul 28, 2018 5:01 am
Forum: User Support
Topic: Issue With Too Many Alpha Textured Meshes
Replies: 5
Views: 190

Issue With Too Many Alpha Textured Meshes

Hi, I've had an issue since I originally started using Luxrender around version 1.4 of original Lux where, when trying to render grass with flat texture cards, the particularly dense areas where the "alpha" of the grass cards overlap turns black. testt1.png testt1ex.png The weird part about this is ...
by rrubberr
Sun Jun 24, 2018 1:12 am
Forum: Finished Work
Topic: Tiger Tank
Replies: 2
Views: 680

Re: Tiger Tank

sarmath wrote:
Mon Jun 11, 2018 12:21 pm
I like your image a lot, the tank model is realy nice detailed....did you used any external programs for texturing?
regards
Yes, I do all my texture work in Substance Painter.
by rrubberr
Sun Jun 10, 2018 11:15 pm
Forum: Finished Work
Topic: Tiger Tank
Replies: 2
Views: 680

Tiger Tank

I've been in a bit of a military hardware mood recently, so I decided to model a Tiger. Although I didn't think the scene (which uses about 3 GB of textures and is about 5 million triangles) would be able to render with OpenCL, VRAM utilization while rendering was only about 12.5 GB. Render time was...
by rrubberr
Sun Apr 29, 2018 6:43 pm
Forum: Finished Work
Topic: Indoor Ikea Test
Replies: 2
Views: 631

Indoor Ikea Test

Here's my attempt at recreating an Ikea ad. I used path OpenCL and Metropolis at about 6 hours of rendering to get this result. There are 350,000 hair particles on the rug and 7 million triangles without the rug.
Final.jpg
by rrubberr
Sun Apr 22, 2018 5:17 am
Forum: Finished Work
Topic: Outdoor Test
Replies: 3
Views: 886

Re: Outdoor Test

55 millions of triangles on GPU :?: I believe so, that's what the scene is set to use Path OpenCL now that I've opened the file to check, but I do have 16gb of VRAM and have 16gb of system RAM set as a "High Bandwidth Cache" in the AMD settings, and I don't remember exactly how much of that it was ...
by rrubberr
Fri Apr 06, 2018 5:49 am
Forum: Finished Work
Topic: Outdoor Test
Replies: 3
Views: 886

Outdoor Test

Here's a quick test of a brick building that I made to see how Luxcore performs with relatively high polygon counts (55 million in the scene). I know it doesn't look great, but I thought I would share anyway.
Downscaled.jpg
by rrubberr
Mon Mar 26, 2018 9:49 pm
Forum: Works in Progress
Topic: Shop Front Scene
Replies: 2
Views: 435

Shop Front Scene

Hello! I started working on this scene under Luxrender 1.7 but moved it to the 2.0 alpha builds as soon as I got access. I can say for sure that the new Lux is much faster on CPUs, although I didn't take the time to collect exact figures. I don't really like how the render came out, so I am open to ...