LuxRender 0.8-dev Windows build of 24-12-2010

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Re: LuxRender 0.8-dev Windows build of 24-12-2010

Postby Lord Crc » Tue Dec 28, 2010 6:35 am

Great, I just need to find WHERE to turn off this switch, I'll contact you as soon as I have the build.
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Re: LuxRender 0.8-dev Windows build of 24-12-2010

Postby A-man » Tue Dec 28, 2010 1:13 pm

Is GPU only coming soon?
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Re: LuxRender 0.8-dev Windows build of 24-12-2010

Postby SATtva » Tue Dec 28, 2010 2:03 pm

I'll be quite surprised if GPU-only mode supporting all Lux features will arrive in the next couple of years.
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Re: LuxRender 0.8-dev Windows build of 24-12-2010

Postby J the Ninja » Tue Dec 28, 2010 3:11 pm

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Re: LuxRender 0.8-dev Windows build of 24-12-2010

Postby syndaryl » Tue Dec 28, 2010 3:22 pm

Lord Crc wrote:Ah, you've assigned the portal material to a vertex group. If you delete the other mats and only have the portal material assigned to the portal mesh it works.

Should be a warning in the exporter about this though.


I'm not sure I follow. The portal mesh is a separate object, with just the portal material assigned to it. Only one material zone, if that's what you mean by "vertex group" - I've never seen materials assigned to groups in Blender? All I did was set up the material on the object, and assigned the material. I can't see how else it gets done, and the article on the wiki is not helpful. :(

Lord Crc wrote:edit: in addition I think you're better off with path for the moment, bidir still has some issues with the volumetrics. And reduce your scattering coefficient quite a bit.


The scattering is cranked up a lot, I know. I was more interested in quickly seeing a result than actual appearances ;)

But I was having trouble with path and the volumetrics - wasn't seeing any effect, which is how the scattering co-efficient got cranked up. I think I was turning on Hybrid mode, though.
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Re: LuxRender 0.8-dev Windows build of 24-12-2010

Postby Lord Crc » Tue Dec 28, 2010 3:52 pm

syndaryl wrote:I'm not sure I follow. The portal mesh is a separate object, with just the portal material assigned to it.

Actually no, it had three materials assigned to it. If you go to the editing tab (F9) it says "3 Mat 3" or something like that. Delete the other materials so it's only "1 Mat 1", then it'll work.

syndaryl wrote:The scattering is cranked up a lot, I know. I was more interested in quickly seeing a result than actual appearances ;)
But I was having trouble with path and the volumetrics - wasn't seeing any effect, which is how the scattering co-efficient got cranked up. I think I was turning on Hybrid mode, though.


High scattering will lead to slower results, since it must compute more scattering events. Also hybrid does not support it. Value of around 0.01 should be more than enough. Also a tiny bit of absorption helps as well, and is realistic anyway.

I've attached a tweaked version of your scene, and the results after about 3 minutes rendering on my box.
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volumetest.jpg
VolumeTest.blend
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Re: LuxRender 0.8-dev Windows build of 24-12-2010

Postby bestidle » Wed Dec 29, 2010 3:34 am

syndaryl wrote:The scattering is cranked up a lot, I know. I was more interested in quickly seeing a result than actual appearances ;)
But I was having trouble with path and the volumetrics - wasn't seeing any effect, which is how the scattering co-efficient got cranked up. I think I was turning on Hybrid mode, though.


In case this is of any help, I struggled to see the scattering as well, then I discovered that I had multiple version of LuxRender installed and LuxBlend pointed to the "old" 0.7.1 version.... :oops:
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Re: LuxRender 0.8-dev Windows build of 24-12-2010

Postby A-man » Sat Jan 01, 2011 2:40 am

When I run this version everything works fine except the material selection list is blank. I can still access the camera settings and render settings and such, but it's useless without materials..
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Re: LuxRender 0.8-dev Windows build of 24-12-2010

Postby Lord Crc » Sat Jan 01, 2011 9:40 am

A-man wrote:When I run this version everything works fine except the material selection list is blank. I can still access the camera settings and render settings and such, but it's useless without materials..


I think that's because the camera is selected. If you select some geometry you should get the material list.
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Re: LuxRender 0.8-dev Windows build of 24-12-2010

Postby A-man » Sat Jan 01, 2011 12:13 pm

I got it. I forgot to create a material in blender first.. :oops: lol
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