Search found 1018 matches

by FarbigeWelt
Wed Aug 08, 2018 7:13 am
Forum: User Support
Topic: progressively darkening rendering
Replies: 7
Views: 4150

Re: progressively darkening rendering

Maybe we should raise the default brightness of all lamps beside sun/sky. EDIT: some corrections applied I don‘t think so. A tool tip would be the better solution. Sunlight at ground is about 1kW/m^2, much more than 100 klux. A cloudy sky has 10 to 100 klux. A bright efficant LED delivers 170 lumen...
by FarbigeWelt
Tue Aug 07, 2018 5:50 pm
Forum: User Support
Topic: progressively darkening rendering
Replies: 7
Views: 4150

Re: progressively darkening rendering

I'm using 2.1 alpha 2 so I know it's alpha and probably very buggy and unstable, but is there something I can do to fix this behavior. Or should I wait for some next alpha? thanks EDIT: Does it make sense to use the clamping if it shows some insane suggested value, like: 5673935872.00? In my opinio...
by FarbigeWelt
Mon Aug 06, 2018 10:53 pm
Forum: Works in Progress
Topic: Test scences GPU Path vs CPU BiDir
Replies: 167
Views: 104659

Material Preview V0.2, avoids orphan materials

Today, I recognized lots of material I've made for material preview v0.1 disappeared. Altough the materials are still listed in outliner>orphan data, I did not find a way to recover them. After a few words, better not to be mentioned here :evil: , and a late dinner, I started to think about a new so...
by FarbigeWelt
Sun Aug 05, 2018 10:49 pm
Forum: Works in Progress
Topic: Test scences GPU Path vs CPU BiDir
Replies: 167
Views: 104659

Material Previews V0.1

B.Y.O.B. wrote: Sun Aug 05, 2018 5:43 pm No, it's always path.
This is a good reason for me to collect different materials in a blender file.
Material Preview V0.1.blend.zip
Material Preview V0.1
(535.56 KiB) Downloaded 194 times
by FarbigeWelt
Sun Aug 05, 2018 4:27 pm
Forum: Works in Progress
Topic: Test scences GPU Path vs CPU BiDir
Replies: 167
Views: 104659

Diamond Bird with Direct Light Caching

Modelled once an LED lamp with a few light objects. Tried different settings, but the renders never looked like my office with a simlar lamp. Until I finally tried Dade's new feature: Direct Light Caching. Wow, that is a big fabolous improvement. Sure, I could not resist to stress this light strateg...
by FarbigeWelt
Sun Aug 05, 2018 3:42 pm
Forum: User Support
Topic: Liquid in a container
Replies: 10
Views: 7811

Re: Liquid in a container

wasd wrote: Sun Aug 05, 2018 1:24 pm Also, bottom of the glass inside and outside is single polygon, so smoothing makes it spherical.
Thank you wasd for the prompt tip. This tip should help me with modelling of other objects too.
by FarbigeWelt
Sun Aug 05, 2018 12:24 pm
Forum: User Support
Topic: Liquid in a container
Replies: 10
Views: 7811

Re: Liquid in a container

Usually I create glasses using mesh spin. This tool is a bit tricky but leads to realistic shapes. This time I used a short cut. I created a glass from cylinder with boolean difference. After applying mesh smooth result got rather distored, see glass at the right. Does anybody have an idea what is w...
by FarbigeWelt
Sun Aug 05, 2018 9:24 am
Forum: Finished Work
Topic: Glass Blocks
Replies: 8
Views: 6127

Re: Glass Blocks

I forgot to mention, timings are for 2 out of 4 cores. I don't like luxcore to take all my cpu for itself. Why? What operating system do you use? I use Windows 10 and this manges threads very well. I let rendering in background and work with a second blender modelling something else. Even view port...
by FarbigeWelt
Sat Aug 04, 2018 10:00 am
Forum: Development
Topic: Direct Light Sampling Cache (aka Light cache part I)
Replies: 45
Views: 56133

Re: Direct Light Sampling Cache (aka Light cache part I)

What is "the volume of a path render" ? If I knew what to read to learn more about render techniques I would. Correct me if I'm wrong. Light path starts at a light source heading in one direction until it hits the surface of an object (omitting volumes), considering path =1, the ray ends ...
by FarbigeWelt
Sat Aug 04, 2018 7:44 am
Forum: Development
Topic: Direct Light Sampling Cache (aka Light cache part I)
Replies: 45
Views: 56133

Question: Direct Light Sampling Cache (aka Light cache part I)

What if there were an individual cache radius for each light source, depending on the volume of a path render with depth 1? This might be done even recursively, starting with a large radius, stopping at a maximal number of chaches per visible scene and light sources.