Post diagnosis.
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Trying a Hotrod which I have rendered before in Twilight V2. Initially opening Rayscaper led to failed renders. Just va simple report, 'Failed'.
Being a Hotrod, there will be flames. The PNG is on a seperate 'face copied from the model and painted as a component. Twilight see's the transparency fine but Rayscaper does not, when it does render.
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Spicy. Interesting that Rayscaper fails. Is this model very heavy in terms of file size?
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@Mike-Amos do you mind sending me the model?
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I have sent an email with a link.
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Movement?
Twilight.
Rayscaper.
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@Mike-Amos said in Post diagnosis.:
Movement?
Twilight.
Rayscaper.
Something wonky, the 0/0 samples/px doesn't look good. It seems like it never started rendering. What happens if you switch to CPU rendering as a test?
- Menu > File > Settings...
- Tick off the "Use GPU Rendering"
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I have already ticked 'use gpu rendering' a while ago when the system was changed.
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Hey Mike,
I have already ticked 'use gpu rendering' a while ago when the system was changed.
I just wanted to check if the model renders correctly with the CPU and try to isolate the problem to GPU rendering.
It does render for me using GPU rendering; the model is surprisingly polygon-heavy. I do see the same problem with the flames texture and the alpha channel:
I guess you are using the same flames texture in Twilight Render. I'm surprised it gives such a nice result because this flame texture doesn't have a clean alpha channel. There's a pattern in the alpha channel:
Does Twilight Render have a way to display thumbnails for textures? I'm intrigued at how it can render this so cleanly.
Cheers,
Thomas -
I spotted the alpha chanel stuff earlier when attemping to use that =texture for the log fire in the cold view scene. Weird.
Transparency png are flaky tbh and I am looking to 'try' with 3d flames, I shall need a lot of paracetamol for that though.
No idea if Twilight has any fanciness in this respect, Fletch and Chris are now gone so, relying on my daffy memory which is seive quality.
I have notice that having a backgrounbd which has some commonality to the transparency helps. The red/scarlet works best here.
I have attempted to recreate a scene with cutaway and limiting nayural light to that provided by the geometry, windows etc. Many splats with no report just the windows desktop.
I shall leave this here, needs a lot of adjustemnt lighting levels wise but gives a reasonable render potential.
The semi opaque walls, not so sure about.
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