Show your LW2018 Test Renders

Try not using Normalized lights. In most of my tests, I get rid off fireflies by turning off this option, and cranking up the light intensity to compensate.
More a workaround than a real fix, but there must be something broken with normalized lights at the moment.

I will try that next. I am having a little luck with limiting dynamic range... but I actually thought that had to do with GI, which I'm not using. Just a bright backdrop color
 
I will try that next. I am having a little luck with limiting dynamic range... but I actually thought that had to do with GI, which I'm not using. Just a bright backdrop color

Nothing to do with GI. It just clamps all the values over a defined value down to that value. Backdrops, reflections, refractions, lights etc... everything.
 
Still not having much luck. Lots of little dots showing still. Not as bright because of the limited range. But annoying. 2018_dots.jpg
 
Upping my camera min and max samples make a little bit of a difference too.. but the render times are not gonna be worth it at this rate. Stinks because I'm definitely liking the new shading system, etc. Just need that speed from 2015.
 
PS a question on the side: why are 99 out of a 100 Lightwave models so messy? I always need to clean up the geometry: double vertices in particular are a given when I load up lwo models in Blender (w-->remove doubles). And often a lot of unnecessary tris - alt-j to clean those up. I just wonder what's up with that?


If it's a model that was made by hand, then it's user error. Looks like there are a lot of people who don't know how to clean up their work when they model in LightWave. That's just bad modeling technique and not the program's fault.

On the other hand, if the model was laser-scanned then you're dealing with a completely different kettle of fish. I typically see a lot of laser-scanned models that have errors in them.

The last possibility is that the models were created in another app and then loaded into LightWave. That could be either poor modeling technique in the other program or errors in object translation.

Long story short.... If the person building the model in LightWave follows the rules, there won't be any mess.
 
Upping my camera min and max samples make a little bit of a difference too.. but the render times are not gonna be worth it at this rate. Stinks because I'm definitely liking the new shading system, etc. Just need that speed from 2015.

Have you upped the light and reflection samples, you can up those and drop your camera with much less render hit, try using 4 on the camera then upping lights, reflection etc until its fairly clean before upping the camera
 
Have you upped the light and reflection samples, you can up those and drop your camera with much less render hit, try using 4 on the camera then upping lights, reflection etc until its fairly clean before upping the camera

Yes sir... I did all those too. Shouldn't be this problematic. 2015 gives me the exact smooth look with Dielectric in 1 min. So that's what I have to stick with. Thank you!
 
think there must be something else in your scene causing that, maybe a bad light or background image, i just tried dielectric with camera aa turned off and all render settings set to default "as just started layout" changed the light to an environment and left it default, and the surface has no hot spots like yours, maybe they are reflections of a point light or something? this took about 1 min to render
glass.jpg
 
PS a question on the side: why are 99 out of a 100 Lightwave models so messy? I always need to clean up the geometry: double vertices in particular are a given when I load up lwo models in Blender (w-->remove doubles). And often a lot of unnecessary tris - alt-j to clean those up. I just wonder what's up with that?

Completely opposite for me. I dread using blender files or maya files from other people. Always messy. Max files not so problematic. Lightwave and modo always produces the cleanest mesh maybe because they're the most basic mesh data there is.
 
Completely opposite for me. I dread using blender files or maya files from other people. Always messy. Max files not so problematic. Lightwave and modo always produces the cleanest mesh maybe because they're the most basic mesh data there is.
Totally agree.
 
I actually have the worst time using sketchup files, the geometry is usually full of duplicates and garbage.. dunno if it's the converter or the way sketchup works.
 
its the way sketchup works, i get hundreds of them from archviz people, they are a nightmare (partly the users but its the way things have been made to work easy) it also tends to create a single surface for every poly in FBX export, i get C4d exports the same way to sometimes, recently had a simple file that if i had built would have been around 4000 polys, the C4d file looked rubbish, had parts missing and contained 40 million polys!
 
Completely opposite for me. I dread using blender files or maya files from other people. Always messy. Max files not so problematic. Lightwave and modo always produces the cleanest mesh maybe because they're the most basic mesh data there is.

I wasn't really comparing meshes produced by other apps. Almost all LWO files that I download from here or other places on the web have these issues. It's a quick fix in Blender to clean them up for the most part, so no biggie. I've gotten used to it by now, and just clean them up without thinking about it. Just something I noticed. Accutrans is a big help, although it doesn't (yet) support the 2018 lwo format.

And sure, most models I am sent have issues, regardless of the 3d application that was used to model them. I am very much a nitpicker when it comes to clean geometry, meshes, and scene organization, but you should see some of these meshes which were created by "professionals". It's definitely not limited to one application, and depends on the modeler more than anything else.

Comes with the territory, I guess ;-)
 
Then there are more sloppy blender users. Kind of given since most of them are indie or hobbyists.

Could be, but I don't think it's a matter of being a hobbyist or professional as the only difference is if you do it for yourself or for a client. It's more the knowledge of the modeler and if he/she really cares, some just think if it looks OK then it is OK.
 
I wasn't really comparing meshes produced by other apps. Almost all LWO files that I download from here or other places on the web have these issues. It's a quick fix in Blender to clean them up for the most part, so no biggie. I've gotten used to it by now, and just clean them up without thinking about it. Just something I noticed. Accutrans is a big help, although it doesn't (yet) support the 2018 lwo format.

And sure, most models I am sent have issues, regardless of the 3d application that was used to model them. I am very much a nitpicker when it comes to clean geometry, meshes, and scene organization, but you should see some of these meshes which were created by "professionals". It's definitely not limited to one application, and depends on the modeler more than anything else.

Comes with the territory, I guess ;-)

In my experience, a lot of the models I get in LWO format that have serious mesh issues are actually exported from a different program for LW. As in, they weren't originally built in LW.

When I get an LWO that was originally built completely in LW, it usually has few mesh issues. Although, like others have said, it really boils down to the artist who created the model.
 
think there must be something else in your scene causing that, maybe a bad light or background image, i just tried dielectric with camera aa turned off and all render settings set to default "as just started layout" changed the light to an environment and left it default, and the surface has no hot spots like yours, maybe they are reflections of a point light or something? this took about 1 min to render
View attachment 140083

There is a difference in using, say a spherical light and environ light. But only that the environ light "hides" the little specs because it's not so contrasty. Almost like turning on GI. softens and brightens the model. But the specs are still visible to me. Thanks for the post/example. Try adding a roughness of about 50 or 60.
 
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Back to the Future watch....so far

Creating my back to the future watch. Took about 1hr and 10 min to render i7 7700K 4-64 AS. Still working on it.R4.jpg
 
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