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Thread: Show your LW2018 Test Renders

  1. #136
    www.Digitawn.co.uk rustythe1's Avatar
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    Quote Originally Posted by Schwyhart View Post
    Attachment 139316

    Still trying to get a clean render.

    Attachment 139317Attachment 139318
    yes, check each of your buffers in the vpr, you will probably see the noise is in diffuse or spec, my guess is you need to up the light samples (on the lights themselves) rather than the render options ones, and try without interporlated, or even turn off gi altogether if your using area lights, its not always needed, https://www.youtube.com/watch?v=_SjP11gFhwM goto 2mins in this video and he shows you the effect of turning off gi and just use portal area light, its far faster and cleaner.
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  2. #137
    Super Member CaptainMarlowe's Avatar
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    Quote Originally Posted by omichon View Post
    Merci Photogram


    That was 10 years ago, already ! I hope the training was helpful, since it was mostly dedicated to new wavers.
    And you are tightly associated to medieval reconstitution in my mind
    Thx. I guess your tuts were quite useful, since I'm still using LW ten years later...

  3. #138
    Electron wrangler jwiede's Avatar
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    Quote Originally Posted by samurai_x View Post
    Chaosgroup did just release the mac version for modo. Extremely well integrated from what I heard.
    Not sure what you mean by this. MODO Vray for Mac has worked since the beta (I was a beta tester), as has VrayRT.
    John W.
    LW2015.3UB/2019.1.5 on MacPro(12C/24T/10.13.6),64GB RAM, NV 980ti

  4. #139
    Quote Originally Posted by omichon View Post
    A little more than a test render, my first personal project using early LW2018 : https://vimeo.com/214855284
    Mostly to test and explore the new displacement stack, Principle material (for all surfaces except the sphere that uses Conductor) , and portal lights.
    ...not to mention it was my first attempt at interior scene with LW.
    Simpe but effective concept and nice render. Good job!

  5. #140
    Super Member vncnt's Avatar
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    Quote Originally Posted by djwaterman View Post
    Thank for linking to the RH video, I've just discovered that the lights have values measured in Lumens, thanks I guess, although it's not super intuitive. This from the manual.

    {Loading a scene from a previous version of LightWave will automatically convert scene lights to the correct values, but if you need to manually convert a 100 % light from the old percentage scale to Lux you can do so according to the following rules:

    Area * 3.14
    Distant * 3.14
    Dome * 1.57 (converted to Distant light with the appropriate angle)
    Linear * 3.14
    NGon * 3.14
    Photometric no changes, but see note
    Point * 3.14
    Spherical * 6.28
    Spotlight * 3.14
    3rd party lights * 3.14}

    So 100% is 3.14. I'm not very mathematically oriented so that's gonna be odd for me, what would 50% percent be? Anyway, they broke the egg to make an omelet.
    1 lux = 1 lumen/m2

    3.14 is almost equal to Pi
    Area = pi * radius * radius

    If radius is 1, the area is 3.1415...

    So if the conversion mentions 3.14, I would expect a circular shaped light source with a radius of 1.
    Sphere has a factor 2
    Dome has a factor 0.5

    50% can be entered as 0.5 * pi in a data field.

  6. #141
    Plays with fire sadkkf's Avatar
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    Quote Originally Posted by vncnt View Post
    1 lux = 1 lumen/m2

    3.14 is almost equal to Pi
    Area = pi * radius * radius

    If radius is 1, the area is 3.1415...

    So if the conversion mentions 3.14, I would expect a circular shaped light source with a radius of 1.
    Sphere has a factor 2
    Dome has a factor 0.5

    50% can be entered as 0.5 * pi in a data field.
    Just to be clear:

    Area = pi*(radius * radius)

    So much water, so few sharks.

    "...all men are created equal." -- US Declaration of Independence

  7. #142
    Registered User Schwyhart's Avatar
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    I'm using luminous polys...no lights. Unless someone has a better way of creating the fluorescent lights. I decided on luminous polys because the camera can see the bulbs at various angles.

  8. #143
    Super Member Snosrap's Avatar
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    Quote Originally Posted by Schwyhart View Post
    I'm using luminous polys...no lights. Unless someone has a better way of creating the fluorescent lights. I decided on luminous polys because the camera can see the bulbs at various angles.
    Try using linear lights. They of course can be seen by the camera and you can resize them and cap their ends. Seems like they would make perfect fluorescent lights.

  9. #144
    skeptic lertola2's Avatar
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    Here is a test of a volume using the dots procedural texture.



    Click image for larger version. 

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  10. #145
    Super Member Snosrap's Avatar
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    Cool!!

  11. #146
    Turn your gi off, just to see, what the diff is.
    Your light samples, upped to 24+, will probably help a lot.

    For sure, look at the docs on the noise reduction workflow: it's priceless for this piece. The buffers won't fix this.

    Area-portal lights are Fast; use those if you can.
    Robert

    - - - Updated - - -

    Lertola,
    Great example of possibilities.

  12. #147
    Quote Originally Posted by EBD3D View Post
    Bonjour ā tous

    Voici mon 1er test sur Lightwave 2018, la scčne 3D n'est pas de moi seulement le rendu de l'image

    Merci
    _____________________________________
    Hello everyone

    Here is my first test on Lightwave 2018, the 3D scene is not only me rendering the image

    Thank you

    Attachment 139230
    It's nice render.
    Could you show us the settings please?
    Are you using Kray?

    Thanks
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Last edited by aperezg; 01-10-2018 at 05:26 AM.

  13. #148
    Super Member vncnt's Avatar
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    Quote Originally Posted by sadkkf View Post
    Just to be clear:

    Area = pi*(radius * radius)

    What's the difference?

  14. #149
    Plays with fire sadkkf's Avatar
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    Quote Originally Posted by vncnt View Post
    What's the difference?
    None really, but I was always taught to display it that way.
    So much water, so few sharks.

    "...all men are created equal." -- US Declaration of Independence

  15. #150
    here's some renders, lots of noise, I use the noise filter but don't seem to work very well. Also the render time are so long....

    Click image for larger version. 

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    Click image for larger version. 

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ID:	139327
    website:
    http://www.soap3d.com

    email:
    [email protected]

    Available for freelance!!

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