[UPDATE] 15 April 2013 – Due to some drastic code changes in the lux and the recent work by the developers into making SLG an active render engine, it is likely that these instructions will not work for latest versions … Continue reading
With the inclusion or at least with the possibility of using scattering to create a dusty environment, I have revisited the previous project spoken about in a few posts – Example – . One thing that I always found difficult … Continue reading
The scene in my pervious post has been rendered up to about 13kS/p and is looking very nice, I would like to extend many thanks to the community on the LuxRender Forum. Due to the CPU intensive nature of the … Continue reading
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With a new year comes the realisation that most of my 3D rendering has come in the form of playing with the development builds in between working hard and playing video games. Well, one of the long-long awaited features wanted … Continue reading
As anyone would understand, the more complex a scene, the more textures it uses etc the bigger the memory footprint. I mainly do my modelling and rendering between a MacBook Pro, and a Desktop PC using either Windows XP or … Continue reading
Since LuxRender 0.7 came out a while back, there has been a steady push into the next instalment of Lux. While we are due a bugfix release 0.7.1, which looks just around the corner, I am going to check out … Continue reading
After getting back some great comments on the LuxRender Forums I decided to make a few changes. 1)The wine looks too dark, something just doesn’t look right with it. 2)Add a wine bottle. I set about trying to get some … Continue reading