Search found 809 matches
- Sun Oct 28, 2018 7:53 pm
- Forum: User Support
- Topic: render and viewport show different results
- Replies: 24
- Views: 12257
Re: render and viewport show different results
I know, i know - why i'm learning more and more was purely a question out of interest in this engine & Dade's view on the matter, not a request for a feature... i really appreciate all this and am interested in the tech itself, but i also i don't like to be pushed around and preached about how m...
- Sun Oct 28, 2018 4:47 pm
- Forum: User Support
- Topic: render and viewport show different results
- Replies: 24
- Views: 12257
Re: render and viewport show different results
Another notice: Emission material emits light only in one direction (normal, while backface is black) which makes it cumbersome when used on flat (non-solid) 'twisting' geometry. 'Solidify' fixes this, but with 'Rim' on, is more than doubling the number of lights. eg emitter_flatbad-solidgood.jpg I...
- Sun Oct 28, 2018 4:23 pm
- Forum: User Support
- Topic: low cpu and gpu usage
- Replies: 14
- Views: 7561
Re: low cpu and gpu usage
I am observing same behavior, as if no CPU cores are used with Open CL (or something alike). Also with Standalone. It's only happening with the 'Azure' latest build . Are you sure ? I did this test: 1) download https://github.com/LuxCoreRender/LuxCore/releases/download/latest/luxcorerender-latest-w...
- Sun Oct 28, 2018 2:33 pm
- Forum: Works in Progress
- Topic: Clouds
- Replies: 24
- Views: 17567
Re: Clouds
Atmosphere looks great!
Do you intend to go for the full environmental & atmospheric synthesis (inc. Rayleigh scattering)?
Thanks & keep it up!
Do you intend to go for the full environmental & atmospheric synthesis (inc. Rayleigh scattering)?
Thanks & keep it up!
- Sun Oct 28, 2018 2:09 pm
- Forum: User Support
- Topic: render and viewport show different results
- Replies: 24
- Views: 12257
Re: render and viewport show different results
Another notice: Emission material emits light only in one direction (normal, while backface is black) which makes it cumbersome when used on flat (non-solid) 'twisting' geometry. 'Solidify' fixes this, but with 'Rim' on, is more than doubling the number of lights. eg emitter_flatbad-solidgood.jpg Is...
- Sun Oct 28, 2018 12:42 pm
- Forum: User Support
- Topic: low cpu and gpu usage
- Replies: 14
- Views: 7561
Re: low cpu and gpu usage
I am observing same behavior, as if no CPU cores are used with Open CL (or something alike). Also with Standalone.
It's only happening with the 'Azure' latest build.
Previous 'cores' (up to 09.10.2018* - posted in forums) work fine.
*edit: correction on the 'core' date
It's only happening with the 'Azure' latest build.
Previous 'cores' (up to 09.10.2018* - posted in forums) work fine.
*edit: correction on the 'core' date
- Sat Oct 27, 2018 12:04 pm
- Forum: Development
- Topic: DLSC Explained
- Replies: 25
- Views: 15251
Re: DLCS Explained
Are there any specific papers which were used as a basis? Nope, it is original work. read the vray adaptive lights It is loosely inspired by this but they are (probably) using the photon map to extract the data while I have to build everything from scratch for obvious reasons (I don't have a photon...
- Sat Oct 27, 2018 11:45 am
- Forum: User Support
- Topic: metropolis CPUvsOpencl
- Replies: 11
- Views: 6111
Re: metropolis CPUvsOpencl
Metropolis The metropolis sampler is an "intelligent" sampler that uses the Metropolis-Hastings algorithm and implements Metropolis Light Transport (MLT). The metropolis sampler tries to "seek the light". This makes it a good choice in almost all situations. It does this by maki...
- Thu Oct 25, 2018 8:09 pm
- Forum: Development
- Topic: DLSC Explained
- Replies: 25
- Views: 15251
Re: DLCS Explained
Are there any specific papers which were used as a basis? Did the fast run again... (a short overview): Since i know appleseed 1.7 has (had?) Light Tree sampler (WIP) ~ similar to DLSC, i Started with Petra's GSoC 2017 with AppleseedHQ which lead me to Efficient sampling of many lights (@ompf2.com)....
- Thu Oct 25, 2018 6:33 pm
- Forum: User Support
- Topic: Strange black zones
- Replies: 5
- Views: 2906
Re: Strange black zones
Smooth Shading issues.
Either set to it to Flat, lower Normal Angle or add supporting Edge cuts/loops to the mesh.
Either set to it to Flat, lower Normal Angle or add supporting Edge cuts/loops to the mesh.