Bandos Godsword (fan art)

Our forum gallery for displaying your finished renders.
Post Reply
User avatar
Egert_Kanep
Posts: 237
Joined: Tue Mar 13, 2018 10:34 am

Bandos Godsword (fan art)

Post by Egert_Kanep »

I'm really loving the improvements of LuxCoreRender.
Rendered with OpenCL path on my laptop. 1000 samples, a bit over 10 minutes. I have gtx 965M. Mem usage around 660M.
One thing I noticed, when using path rendering mode you have to route your normal map to mix material bump slot. If I put my normal map to individual materials, then it didn't work. Bidir worked just fine, but when using preview render, that confused me, why my final render looked different,
Attachments
bandos_godsword_crop.png
User avatar
Sharlybg
Donor
Donor
Posts: 3101
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: Bandos Godsword (fan art)

Post by Sharlybg »

Nice modeling texturing and lighting ! ;)
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Bandos Godsword (fan art)

Post by Dade »

Egert_Kanep wrote: Sat Mar 17, 2018 9:37 pm One thing I noticed, when using path rendering mode you have to route your normal map to mix material bump slot. If I put my normal map to individual materials, then it didn't work. Bidir worked just fine, but when using preview render, that confused me, why my final render looked different,
How bump/Normal mapping work with Mix is one of the very few difference between CPU and GPU rendering and it is due to some limitation of the GPU code.

Nice texture and modelling :!:
Support LuxCoreRender project with salts and bounties
User avatar
Egert_Kanep
Posts: 237
Joined: Tue Mar 13, 2018 10:34 am

Re: Bandos Godsword (fan art)

Post by Egert_Kanep »

Thank you for kind words! :D
Post Reply