Search found 1921 matches
- Thu Aug 09, 2018 4:49 pm
- Forum: User Support
- Topic: Random material_color_texture per instance
- Replies: 2
- Views: 2884
Re: Random material_color_texture per instance
This feature is also on my wishlist since a while. I also tried to implement it once, but it is not super trivial, so I'll need a bit help from Dade. I see, in my simple mind I was hoping you could just make cycles nodes work with luxrender :D. Besides the randomization also triplanar(i think i saw...
- Thu Aug 09, 2018 3:14 pm
- Forum: News
- Topic: LuxCoreRender v2.1alpha3 released
- Replies: 52
- Views: 49633
Re: LuxCoreRender v2.1alpha3 released
For interior situations I'm getting somewhat inconsistent results. Random sampler gets more samples in the same time and is also a little bit better looking especialy in rough reflections. But then I change some camera angle and while still random sampler got more samples in the same given time, sob...
- Thu Aug 09, 2018 1:39 pm
- Forum: Works in Progress
- Topic: Interior Studio
- Replies: 30
- Views: 23408
Re: Interior Studio
Adaptive at 95%? Does it give better performance over the default 70%?
- Thu Aug 09, 2018 1:36 pm
- Forum: News
- Topic: LuxCoreRender v2.1alpha3 released
- Replies: 52
- Views: 49633
Re: LuxCoreRender v2.1alpha3 released
I don't know if it shows on the crappy jpeg screenshot. On top is random, bottom is sobol. I'm seeing quite a bit better noise performance in the same amount of time on random sampler in some areas, like the O hole in the air purifier. In the beginning of the rendering it looks like random sampler d...
- Thu Aug 09, 2018 1:27 pm
- Forum: User Support
- Topic: Luxcore and memory
- Replies: 36
- Views: 19810
Re: Luxcore and memory
I just tested on my Linux machine, this time with "progressive refine" in Cycles (render the whole image at once). RAM usage of the Blender process: Cycles with progressive refine After loading: 138 MiB During render: 663 MiB After render: 380 MiB LuxCore After loading: 137 MiB During ren...
- Thu Aug 09, 2018 12:32 pm
- Forum: News
- Topic: LuxCoreRender v2.1alpha3 released
- Replies: 52
- Views: 49633
Re: LuxCoreRender v2.1alpha3 released
Sobol has a better noise pattern that converges more quickly, but it introduces some correlation between samples which makes the denoiser result a bit worse. By the way, Metropolis produces a lot of correlation and should not be used with the denoiser. Is the difference in convergence performance b...
- Thu Aug 09, 2018 12:28 pm
- Forum: User Support
- Topic: Luxcore and memory
- Replies: 36
- Views: 19810
Re: Luxcore and memory
Can I try rendering the exported scene outside of blender? Would that help to see if that's the issue? I already tried that (see the github issue). In Blender: 3.5 GiB In luxcoreui: 2.7 GiB So if we subtract the RAM Blender needs (about 330 MiB) then pyluxcore needs about 3.2 GiB of memory when run...
- Thu Aug 09, 2018 12:13 pm
- Forum: News
- Topic: LuxCoreRender v2.1alpha3 released
- Replies: 52
- Views: 49633
Re: LuxCoreRender v2.1alpha3 released
Can I ask why does random sampler tooltip say it's recommended only when used with denoiser?
Is there some problem with it? I haven't noticed much differences against sobol for now, except a little better noise performance here and there.
Is there some problem with it? I haven't noticed much differences against sobol for now, except a little better noise performance here and there.
- Thu Aug 09, 2018 11:12 am
- Forum: User Support
- Topic: Luxcore and memory
- Replies: 36
- Views: 19810
Re: Luxcore and memory
I have also observed that LuxCore uses a lot of RAM. I suspect the framebuffer (because I also tested with an almost empty scene), however there's also the possibility that I'm making some mistake in the addon code (e.g. creating unnecessary film outputs or something). I've created this issue to ke...
- Thu Aug 09, 2018 11:11 am
- Forum: User Support
- Topic: Luxcore and memory
- Replies: 36
- Views: 19810
Re: Luxcore and memory
Also I did use tile rendering for cycles, I don't see reason not to use it. because it reduce memory usage. So try them both with 1 big tile aka progressive rendering. no HDRI or sky light just test with area light so we can easily see where the difference is. ;) Ok, so I did enable progresive mode...