ArtGlass Test Animation

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FloridaJo
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ArtGlass Test Animation

Post by FloridaJo » Tue Jul 09, 2019 12:19 pm

854x931,CPU, BiDir, clamped, Metropolis, 1024 MCR, no denoiser. 1500s per frame.
Sobol on frame 81 due to some hotspots creating overall noise and lower brightness.
Still needed some tone mapping on 81 and still noticeable flicker in animation.
11 year old iMac, 50 hrs of rendering.
Was able to fry omelet on top thereby no noticeable increase in electric bill.

https://youtu.be/Xoqzp1hWZ8Y

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Sharlybg
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Re: ArtGlass Test Animation

Post by Sharlybg » Tue Jul 09, 2019 12:58 pm

11 year old iMac, 50 hrs of rendering
Wonder how fast your iMac will turn with the new hybrid caustics solution : viewtopic.php?f=5&t=1187
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FloridaJo
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Re: ArtGlass Test Animation

Post by FloridaJo » Tue Jul 09, 2019 8:34 pm

Sharlybg wrote:
Tue Jul 09, 2019 12:58 pm

Wonder how fast your iMac will turn with the new hybrid caustics solution : viewtopic.php?f=5&t=1187
If it only supported OpenCL.

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Dade
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Re: ArtGlass Test Animation

Post by Dade » Tue Jul 09, 2019 10:10 pm

FloridaJo wrote:
Tue Jul 09, 2019 8:34 pm
Sharlybg wrote:
Tue Jul 09, 2019 12:58 pm

Wonder how fast your iMac will turn with the new hybrid caustics solution : viewtopic.php?f=5&t=1187
If it only supported OpenCL.
Nope, it can be used on CPU too, you have only decide how much time to spend tracing paths from light sources and from the eye: in your scene a 50%/50% should work fine and should be a lot faster than BiDir.
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FloridaJo
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Re: ArtGlass Test Animation

Post by FloridaJo » Wed Jul 10, 2019 3:04 am

Oh, okay, sounds good, I'll look into it further.
Thanks

FloridaJo
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Re: ArtGlass Test Animation

Post by FloridaJo » Fri Jul 12, 2019 4:10 pm

Okay, so I followed a few threads on this, but
am not clear on how to implement it.
Right now I have MacOS - Blender 2.79 (stable)
and in my (not blender's) addon folder I have:
BlendLuxCore-2_79_maintenance.zip
BlendLuxCore-master.zip
BlendLuxCore-v2.1-mac64.zip (the latest daily build for Mac)

but I'm not sure what files get copied to what bin.

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Sharlybg
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Re: ArtGlass Test Animation

Post by Sharlybg » Fri Jul 12, 2019 4:37 pm

FloridaJo wrote:
Fri Jul 12, 2019 4:10 pm
Okay, so I followed a few threads on this, but
am not clear on how to implement it.
Right now I have MacOS - Blender 2.79 (stable)
and in my (not blender's) addon folder I have:
BlendLuxCore-2_79_maintenance.zip
BlendLuxCore-master.zip
BlendLuxCore-v2.1-mac64.zip (the latest daily build for Mac)

but I'm not sure what files get copied to what bin.

Just download this zip : https://drive.google.com/open?id=1tVELp ... gZ6uKlnPWN and copy it in the folder where your blendluxcore beta is installed.just unzip it in the folder.if you don't know the path to the folder just press CTRL+ALT+U in blender and under the addon panel go to Render category then look for the blendluxcore folder path :

you should and up with something like this : ( as you can see i've two blendluxcore. the enabled one is the one i gave you in the zip)
luxco.jpg
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epilectrolytics
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Re: ArtGlass Test Animation

Post by epilectrolytics » Fri Jul 12, 2019 4:49 pm

FloridaJo wrote:
Fri Jul 12, 2019 4:10 pm
BlendLuxCore-v2.1-mac64.zip (the latest daily build for Mac)
That is sadly not going to work because you'd need a Mac version of v2.2beta2 which doesn't exist.
I hope once 2.2 is ready for release our Mac maintainer will update from 2.1 release but in the meantime nothing has happened.
You may ask on the MacOS thread though.
MBPro 15" 16GB i7-4850HQ GT750M, MacOS 10.13.6 & Win10Pro PC 16GB Ryzen 2700X, RTX 2070, GTX 1060

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Sharlybg
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Re: ArtGlass Test Animation

Post by Sharlybg » Fri Jul 12, 2019 5:18 pm

That is sadly not going to work because you'd need a Mac version of v2.2beta2 which doesn't exist.
I hope once 2.2 is ready for release our Mac maintainer will update from 2.1 release but in the meantime nothing has happened.
You may ask on the MacOS thread though
What a mistake i totally forgot he was on Mac :roll:
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