Search found 1018 matches
- 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...
- 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...
- 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...
- Sun Aug 05, 2018 10:49 pm
- Forum: Works in Progress
- Topic: Test scences GPU Path vs CPU BiDir
- Replies: 167
- Views: 104659
- 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...
- Sun Aug 05, 2018 3:42 pm
- Forum: User Support
- Topic: Liquid in a container
- Replies: 10
- Views: 7811
- 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...
- 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...
- 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 ...
- 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.