This is great. LuxCore is coming to life...Dade wrote: ↑Fri Jan 26, 2018 10:09 pmAll the day to fix this damn bloody bug ! I have the proof, some bug is sentient, only an intelligent form could hide so well.Dade wrote: ↑Wed Jan 24, 2018 9:15 am It is in the know bugs of the release notes: "PATHOCL+METROPOLIS output difference with PATHOCL+RANDOM/SOBOL" (https://wiki.luxcorerender.org/LuxCoreR ... Notes_v2.0)
I guess it is time to look again in this problem.
Anyway, fixed !
nakaging capsule
Re: nakaging capsule
Re: nakaging capsule
Just a 1.5 k test of interior:
GPU ==> HD 7970
RENDERTIME ==> 8h
POLYCOUNT ==> 2192k
RENDERMOD ==> Path OCL Sobol
EDIT ==> none
EFFECTS ==> none
RENDER SET ==> difduse/glossy = 8 ... specular/total = 16
RESOLUTION ==> 1337 X 1540
GPU ==> HD 7970
RENDERTIME ==> 8h
POLYCOUNT ==> 2192k
RENDERMOD ==> Path OCL Sobol
EDIT ==> none
EFFECTS ==> none
RENDER SET ==> difduse/glossy = 8 ... specular/total = 16
RESOLUTION ==> 1337 X 1540
Re: nakaging capsule
Of course . but this one is for defferent purpose want to judge the raw speed and directly compare with the upcoming apha 3.0 without clamping.
Re: nakaging capsule
thanks. I also hope the final output will be better than that
New test for the BIDIR engine in alpha 2( i think it is the same in alpha 3).
___first of all big 5 ***** to you DADE for the work on the glass 2 shader. it is unbelievable the way glass get fast clean now.would never believe that glass shader could be cleaner after few minute than diffuse or glossy.good job.
GPU ==> i7 6700k
RENDERTIME ==> 7h
POLYCOUNT ==> 2192k
RENDERMOD ==> BIDIR
EDIT ==> none
EFFECTS ==> none
RENDER SET ==> eye/light deph ==>> 12
RESOLUTION ==> 859 X 990
LIGHTING ===>> 1 HDRi nothing more
Strange thing the ceilling and the wall share the same shader but ceilling look like hyper white diffuse will check.
Re: nakaging capsule
The ceiling looks quite strange, are you sure it uses the same wall material definition ? If it does, can you upload the light+walls+ceil scene so I can check what is going on ?
Re: nakaging capsule
Are you using a glossy shader for the walls?
Maybe the normal of the ceiling is wrong (pointing away from the camera).
Glossy materials are rendered as matte on the backface (I don't really understand the reason for this and it has bitten me a few times in the past).
Re: nakaging capsule
True, it is something I have always found a bit strange.