Lord Crc wrote:The "inconsistent shading normals" message is triggered by "bad" vertex normals (ie pointing in when they should be pointing out). There was a slight bug in the detection code however for most meshes it's a genuine warning.
The warning can be genuine and wrongly trigger with the RC1 build (this is already fixed in the development version), but it can also mean that there is a face where some normals are pointing upward while the others are pointing downward. If such a face happens to be visible it can completely ruin the shading, so better check your normals if you see this message in upcoming releases.
However since some commercial meshes do trigger this warning, there's an ongoing discussion so that this warning isn't too intrusive in case you can't do anything about it.
Well, I'm at a loss on what's happening over on my end. As it can be seen in the attached image, using the clay material setting (the one that's next to run/def/etc in the Blender Exporter) I can render the scene without much of a problem; though, without the textures, I can't tell if it's my low system memory along with new features in LuxRender or a problem within the program itself.
Like I said before, if there's nothing wrong with LuxRender, then I'm just out of luck. That's all there is to it. And I haven't even tried network rendering yet!
As for the normals occasionally popping up with commercial meshes, I'd have to say that is a possibility since they were exported from Poser. I managed to edit the some of the meshes in the scene so that everything fit together and used only one texture map per major area (skin body and face, clothes, plants), yet I'm not sure if one of them has inverted verticies somewhere.
Though, 0.6.1 didn't complain.
Anyway, I have no idea what I need to do anymore. I'll probably give up at some point until I can afford to get a new computer.
Main rendering computer: Windows XP SP3 32-Bit, AMD Turion 64 1.8Ghz CPU, 1.5GB DDR memory (1.4 usable), ATI Radeon 200M chipset laptop from 2005. Pretty much ancient.