Hi all. Been a big Luxcore fan for the past year or so, first time posting here.
I'm currently working on an animation project and really like the smudged, paint-like look in the viewport when a distorted sheet of glass with some dispersion is added in front of the camera.
However when I render the resulting image is very different and the 'viewport render' option just gives me a grey screen.
I know trying to get a physically accurate renderer to look as unrealistic as possible is a bit of an odd use but any help would be much appreciated.
Trying to get render to look like viewport
Forum rules
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
-
- Posts: 2
- Joined: Sun Jun 06, 2021 9:47 am
Re: Trying to get render to look like viewport
The view port result is a side effect of the Denoiser and low samples-per-pixel count. To replicate the same result in the final render you have to:
1) enable the denoiser for the rendering;
2) selected the denoised output in Blender;
3) set an halt condition with a very low samples-per-pixel count;
4) you may need to switch the sampler to "RANDOM" but it may work with the default sampler too.
Note: they are artifacts result of the denoising process so the they are likely to be very different across different frames. This may result in a very flashy and confusing animation. You may be able to obtain a better and stable result with some kind of post-processing in Blender compositor.
1) enable the denoiser for the rendering;
2) selected the denoised output in Blender;
3) set an halt condition with a very low samples-per-pixel count;
4) you may need to switch the sampler to "RANDOM" but it may work with the default sampler too.
Note: they are artifacts result of the denoising process so the they are likely to be very different across different frames. This may result in a very flashy and confusing animation. You may be able to obtain a better and stable result with some kind of post-processing in Blender compositor.