- User Since
- Mar 10 2017, 7:13 PM (36 w, 5 d)
Thu, Nov 9
Impressive. Most impressive how fast you wizards fix bugs here. Thanks!
Wed, Nov 8
Fantastic work, Brecht. I am involved in the Blender Addon of Mecabricks (LEGO Editor) regarding the whole idea and concept to render digital LEGO with Mecabricks data and we are using two methods: the OSL Bevel and an advanced method what generates real bevels for GPU rendering. We are happy to update the Addon when the new Bevel shader is available. You Blender guys are amazing and you triggered me to start a monthly subscription two days ago. Thanks for everything.
Sep 4 2017
Sep 3 2017
CPU vs GPU.
Sep 2 2017
Aug 12 2017
OK. What I do now . I start the render and zoom in. When I zoom out the tiles slow down and the estimated render time is over 12 hours. When I zoom in at a maximum the tiles speed up and the estimated render time is now 5 hours. Looks like this is a fair workaround. :-)
No. That's not the point. Watch my recoreded video and you will see that the speed of the tiles in the transparent areas slow-down extremely. When moving the window they start to render in an expected and correct speed. It's not correct that the tiles will take ages in the transparent area. The same issue you'll have randomly in the areas with geometry. When moving the window the rendering speeds up to the maximum speed. When minimizing the window the geometry area seems be rendered efficiently till it comes to the transparent area. The slow-downs and sometimes freezes of tiles is not normal.
Here's a video capture showing the issue:
Aug 9 2017
I found an interim solution by using Branched Path Tracing. This looks much better. I could also set just Glossy higher and turn Indirect off in the Denoiser. But just using Branched works good actually.
Metallic and black color (no diffuse) is working fine. Specular and SSS with more diffuse will cause a blurred result.
Aug 7 2017
Thanks for your detailed answer. I rated this as a bug because the floor reflection is correctly sharp while the wall reflection is sharp in the render progress and will be blurred extremely by the denoising what will falsify the result.