Search found 977 matches

by Dade
Mon Oct 15, 2018 10:06 am
Forum: User Support
Topic: Artifacts when viewed without camera
Replies: 10
Views: 87

Re: Artifacts when viewed without camera

B.Y.O.B. wrote:
Mon Oct 15, 2018 9:30 am
I think I might have seen this before.
Could you upload a scene that shows the problem?
I vaguely remember a problem related to having the camera far clipping plane to far (very faaaaaaar) :?:
by Dade
Mon Oct 15, 2018 10:03 am
Forum: User Support
Topic: DLSC test
Replies: 43
Views: 1304

Re: DLSC test

I don't know why does it matter, atm the project is undergoing some fundamental change. But let's say this picture in the attachment represents the scene. And dlcs would take forever even with archglass, so I dropped the idea for now. You should use a point light source (may be with and IES profile...
by Dade
Sun Oct 14, 2018 10:14 pm
Forum: Works in Progress
Topic: Test scences GPU Path vs CPU BiDir
Replies: 153
Views: 8283

Re: Irregular Data Node, GPU Path vs CPU Path

Intended to help me understand DLC settings, I found a scene setup to visualize differences between CPU Path and GPU Path, not to mention their difference to CPU BiDir. Instead of using Irregular Data node for Emission of a Matte object, I pluged it into Transparancy of a Glass object with a point ...
by Dade
Fri Oct 12, 2018 10:45 am
Forum: Development
Topic: OpenCL
Replies: 2
Views: 66

Re: OpenCL

Some questions: I have fixed what I believe was a copy-paste mistake in the subtract texture: https://github.com/LuxCoreRender/LuxCore/commit/ee74fc9c7e47d3d1b70ff6dd540cfc396ea99f28 I noticed that the subtract and add textures are declared OPENCL_FORCE_INLINE, while the scale texture is declared O...
by Dade
Fri Oct 12, 2018 10:12 am
Forum: User Support
Topic: Moving from classic LuxRender
Replies: 39
Views: 1442

Re: Moving from classic LuxRender

One more issue appeared while network rendering. After click on "Finish job" this messages appear: 2018-10-12_102051.png The scene I`ve exported came from this thread: http://forums.luxcorerender.org/viewtopic.php?f=4&t=657 This is my exported file: glasscubeluxcore_LuxCore.zip My first guess was t...
by Dade
Thu Oct 11, 2018 6:48 pm
Forum: Development
Topic: Mac OS
Replies: 122
Views: 6371

Re: Mac OS

I've been digging into the OpenCL with Nvidia problem I'm having and decided to try the suggestion by B.Y.O.B. from a while ago when I was having a different OpenCL issue. It's weird because the LuxCoreUI output suggests to me it's using the GPU despite having changed the render.cfg file. I'm assum...
by Dade
Wed Oct 10, 2018 4:30 pm
Forum: User Support
Topic: Denoiser clamps render
Replies: 35
Views: 1250

Re: Denoiser clamps render

This is great news! My video project is waiting for the continuation of work. Stuck on frame 690 out of 2500. All the tricks to make the denoiser work stopped working. The way through Alpha does not give the correct result. Guys, when can you make a release with a working denoiser? You can download...
by Dade
Wed Oct 10, 2018 4:08 pm
Forum: User Support
Topic: Moving from classic LuxRender
Replies: 39
Views: 1442

Re: Moving from classic LuxRender

lighting_freak wrote:
Wed Oct 10, 2018 2:09 pm
first test was succesful... Two nodes were interacting and in the end a result file is written.
I`ll continue my tests.
Thank you for quick solutions and updates.
Can you check if the dead-lock is still a problem (on Windows) or not ? It is not yet clear to me if we have a problem there or not.
by Dade
Wed Oct 10, 2018 9:01 am
Forum: Development
Topic: Uneven bevel shader
Replies: 3
Views: 94

Re: Uneven bevel shader

It is a somewhat complex feature to implement and with a large impact on code. I have my eyes on this topic but don't expect to see it happens before v2.1 release.
by Dade
Wed Oct 10, 2018 8:54 am
Forum: User Support
Topic: Denoiser clamps render
Replies: 35
Views: 1250

Re: Denoiser clamps render

Dez! wrote:
Wed Oct 10, 2018 6:14 am
B.Y.O.B. wrote:
Tue Oct 09, 2018 10:57 am
That was the missing piece of the puzzle.
Happened? Can open champagne?
Yup (as far as we know).