Search found 2730 matches
- Thu Aug 02, 2018 2:41 pm
- Forum: Works in Progress
- Topic: Interior Studio
- Replies: 30
- Views: 23007
Re: Interior Studio
2.On main window/glass objects do you use some sort of special options to avoid complex calculations?(for example I disable shadows and glossy rays for glass panes with cycles in such situations to greatly boost rendertimes without much visual differences) sometimes i set windows glass to null if t...
- Wed Aug 01, 2018 4:50 pm
- Forum: User Support
- Topic: Depth of Field issue
- Replies: 4
- Views: 3026
Re: Depth of Field issue
if you can upload the scene for investigation.
- Wed Aug 01, 2018 4:49 pm
- Forum: User Support
- Topic: v2.1alpha2 crash
- Replies: 11
- Views: 6997
Re: v2.1alpha2 crash
The full scene is large. If i replicate the crash with smaller scene i will post it. But the large scene is here: https://drive.google.com/file/d/1A5hfYL6fr3HStVjlEZX6MZqhP3i_YpwB/view?usp=sharing I think there is a lot to do with optimization here 1------> there is no reason to keep theses 4 large...
- Mon Jul 30, 2018 4:45 pm
- Forum: Finished Work
- Topic: Dez! projects
- Replies: 69
- Views: 88808
Re: Dez! projects
Nice motor model! Have you done the modelling in Blender? Once I tried something similar, starting from an existing model and exporting the mesh from Solid Edge. Mesh conversion to something usable by Blender was then a pain: I had to do a ton of manual corrections, and the mesh was huge, making ea...
- Mon Jul 30, 2018 1:00 pm
- Forum: User Support
- Topic: Suggested Clamp Values
- Replies: 4
- Views: 2827
Re: Suggested Clamp Values
Clamp value depend mostly on the kind of lighting you have in your scene. the brighter the light source the higher the clamp/suggested clamp values will be.
My trick is to have 10X the suggested clamp for interior and try to down it until i loose to much detail.
My trick is to have 10X the suggested clamp for interior and try to down it until i loose to much detail.
- Sun Jul 29, 2018 9:38 pm
- Forum: User Support
- Topic: Baking textures like in Cycles
- Replies: 3
- Views: 3247
Re: Baking textures like in Cycles
For such rarely used features i prefer use Cycles and let Luxcore grow where there is unsolved weakness like feature we vote recently.Egert_Kanep wrote: ↑Sun Jul 29, 2018 5:42 pm People who are interested in baking textures with LuxCore, maybe we could create a bounty to get this implemented?
- Sat Jul 28, 2018 11:12 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 516890
Re: BlendLuxCore Development
Shared meshes (Alt+D copies) are now exported as instances when possible. This makes the export faster and RAM usage lower in scenes that make use of them (e.g. the SSS dragons ). Note: it is not possible to instance the mesh if any mesh-deforming modifiers are used on the object. Meaning any modif...
- Sat Jul 28, 2018 10:59 pm
- Forum: User Support
- Topic: Issue With Too Many Alpha Textured Meshes
- Replies: 5
- Views: 3653
Re: Issue With Too Many Alpha Textured Meshes
Now, I have applied the same solution used for heterogeneous volume rendering, to the generic scene intersection code and it seems to works fine and to solve the above problem: Wow just like black magic. Like listen the best of Mozart. You are an artist i think.playing with line of code like that i...
- Thu Jul 26, 2018 9:34 pm
- Forum: User Support
- Topic: DLSC test
- Replies: 62
- Views: 29491
Re: DLCS test
Why DLCS lighting is so diferent from log power/power strategy ? it deliver so much light There was a bug in area light source power computation (when the using power/efficiency parameters) causing power light strategies to erroneously sample only the soft area light outside the windows. I should h...
- Thu Jul 26, 2018 8:24 pm
- Forum: Works in Progress
- Topic: Interior Studio
- Replies: 30
- Views: 23007
Re: Interior Studio
New asset done. inspired from a render done by another artists : https://vimeo.com/218457745
And yes i'm too lazy to correctly finish the cactus
And yes i'm too lazy to correctly finish the cactus