Search found 4711 matches
- Tue Nov 16, 2021 9:25 am
- Forum: Development
- Topic: memory cleanup
- Replies: 7
- Views: 2228
Re: memory cleanup
Please tell me if I'm correct. I create scene from 0 and start render. So all objects, materials, textures etc. are used. So after render calling Scene::RemoveUnused*() is useless. All resources are attached to scene so they will not remove anything. Yes, correct. I can set DeleteSceneOnExit() but ...
- Tue Nov 16, 2021 9:08 am
- Forum: User Support
- Topic: Black artifacts
- Replies: 18
- Views: 6728
Re: Black artifacts
Here is a new link. https://www.dropbox.com/s/jz03quj66ocwx67/Bed_Duvet.blend?dl=0 I use Nvidia GTX1080Ti. I have a different Nvidia gpu at home so I will try with it to see if that gives me a different result. I'm getting this out of the box: bump.jpg I tested on a RTX 2070 Super and a GTX 980. Ar...
- Mon Nov 15, 2021 5:37 pm
- Forum: Development
- Topic: Issues Building on MacOS Big Sur (11.4)
- Replies: 27
- Views: 7913
Re: Issues Building on MacOS Big Sur (11.4)
I'm hoping to add in a few extra features like adding in an "Exit Stage" for the imagepipeline that only runs during the graceful exit (for post-processing effects like denoise) You can define multiple image pipelines (one with and one without the Denoiser) and run them whenever and howev...
- Mon Nov 15, 2021 3:08 pm
- Forum: Development
- Topic: Issues Building on MacOS Big Sur (11.4)
- Replies: 27
- Views: 7913
Re: Issues Building on MacOS Big Sur (11.4)
I'm hoping to add in a few extra features like adding in an "Exit Stage" for the imagepipeline that only runs during the graceful exit (for post-processing effects like denoise) You can define multiple image pipelines (one with and one without the Denoiser) and run them whenever and howev...
- Mon Nov 15, 2021 3:06 pm
- Forum: Development
- Topic: memory cleanup
- Replies: 7
- Views: 2228
Re: memory cleanup
Hi guys. I want to ask how should I clean after render. When render ends I destroy session, renderConfig and scene but still a lot of memory is used. I can see that after calling each delete the memory usage is reduced but still a lot of memory is used. When I create scene I set: scene->SetDeleteMe...
- Mon Nov 15, 2021 10:50 am
- Forum: User Support
- Topic: Caustics not showing up(very faint) when baking
- Replies: 6
- Views: 2338
Re: Caustics not showing up(very faint) when baking
It was a regression in the latest sources and I should have fixed the problem:
The upcoming automatic build will include this fix: viewtopic.php?f=9&t=736
The upcoming automatic build will include this fix: viewtopic.php?f=9&t=736
- Sun Nov 14, 2021 2:34 pm
- Forum: User Support
- Topic: Caustics not showing up(very faint) when baking
- Replies: 6
- Views: 2338
Re: Caustics not showing up(very faint) when baking
Ok, good. Can you post your test scene (.cfg, .scn, etc.) so I can (probably) fix it ?
- Sun Nov 14, 2021 9:42 am
- Forum: User Support
- Topic: Caustics not showing up(very faint) when baking
- Replies: 6
- Views: 2338
Re: Caustics not showing up(very faint) when baking
LuxCore baking support (https://sketchfab.com/3d-models/luxcorerender-caustic-baking-test-249309763d6b418ea4933abff3cffdec) is not available in BlendLuxCore. It can be used only by directly using LuxCore scene files, etc. I have the feeling you are just baking with Cycles. Or are you using directly ...
- Sat Nov 13, 2021 11:04 pm
- Forum: Development
- Topic: Issues Building on MacOS Big Sur (11.4)
- Replies: 27
- Views: 7913
Re: Issues Building on MacOS Big Sur (11.4)
Wait a sec, LuxCore v2.5 ? May be you are mixing a version of MacOS dependencies for LuxCore v2.6alpha and and v2.5 sources. Try to checkout form GitHUB the very last LuxCore sources (aka v2.6alpha), MacOS dependencies, etc. and check if they work. For reference, pre-compiled v2.6alpha MacOS binarie...
- Sat Nov 13, 2021 10:47 pm
- Forum: User Support
- Topic: issue with glass
- Replies: 30
- Views: 12074
Re: issue with glass
Curiously it does not work with BiDir Sobol or PathGPU Sobol without caches :?: Sobol will find the bright spot on the HDR light source once every 100,000 samples (or even never), Metropolis aims for it. The best you can get out of Sobol is few (or many) fireflies, it depends on the size of the bri...