AccuRender nXt

advanced rendering for AutoCAD

Just started a render using Engine 2 and this is the CPU usage I get (no higher than 23%).

Is this normal?

With Path Tracer, everything maxes out

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At the moment it seems that PT resolves quicker than Engine 2 judging by the number of artefacts left in this render.

Here's a more direct comparison.

PT took  one hour to do 300 passes and is nearly finished, whereas Engine 2 took one and a half hours to do 300 passes and clearly needs much longer.

Balance of lighting is much different though I can't say which is more accurate.

Good comparison test-- it illustrates a bunch of things pretty nicely.  We do need to do equal time comparisons-- I'll add that feature soon to make it a little easier to compare these directly.

e2 is doing a pretty nice job of handling the diffuse indirect illumination on the walls. Much less noise there, particularly in the shadow of the painting.  (There is still a vestigial bloom artifact just to the right of the window on the left-- near the little edge which doesn't show up on e1 at all (is this real??))

Most glossy reflections of daylight are doing better with the path tracer-- expected due to the use of portals.

Table legs are doing a little better with e2,

Don't like the e2 low-gloss surfaces at all wrt daylight-- armrests, telephone, etc..  This is probably an action item, though I'm not yet sure what to do.

i already sent you this drawing (see the "new engine" topic") it's just another view of the same room. The drawing changed but it already occured in the one you have.

Thanks Jan-- I've got the alpha channel problem fixed now.

Clipping Plane does not work well with E2 & 3 but it does with E0 & 1.

I still have to really understand how clipping planes work in nXt. I was used to Ar3 ones which were more efficient, in my opinion.

Within the NXT interface is widget for adding clipping plane. You just click and put it where you want. It comes in as a T, the red line is the direction of the clip, in other words everything in front of the white line on the side of the red shows and those on the other side invisible but they do contribute to the rendering.

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Thorsten Hedrich replied to Thorsten Hedrich's discussion OBJ Plant Issue - Diffuse Maps
"Found 'Textured Mesh Support' only works with obj and 3ds Files which do not contain PBR Maps. To 'obj' converted newer 3ds do not render in nXt :-("
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Thorsten Hedrich posted a discussion

OBJ Plant Issue - Diffuse Maps

Hi to anyone;maybe a similar issue as Mr.Holz announced recently, (PBR Texture question):-added a obj. plant via 'Textured Mesh Objects' widget-reassigned maps (materials showed up, but with no maps attached, (although mtl. files are  in the same folder as corresponding maps and obj files)-tried to render (see 'result')So my question is: Does anybody knew about how to handle Diffuse Maps in nXt, i suspect there is no interpretation of the UV-Coordinates?Any hints and help kindly appreciated!…See More
Feb 13
Thorsten Hedrich commented on Thorsten Hedrich's photo
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"Thanks for your kind words. Yes, all plants are generated with nxt plant-editor. I have used leaves from Marc Chaumier's plant library. (Download/ Content + Entourage)"
Feb 1
OYEBANJI EMMANUEL commented on Thorsten Hedrich's photo
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"Very nice piece. Brilliant work.  Are all these plants nxt render plants ? They look very good. Ground cover is so thoughtful."
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Thorsten Hedrich posted photos
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OYEBANJI EMMANUEL replied to OYEBANJI EMMANUEL's discussion Questions for nxt render for autocad
"Thank you so much."
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Daniel Holz replied to Daniel Holz's discussion PBR Textures in nxtRender for Autocad
"Sorry, do not exactly how to do it right. If i sent you one or  sets, could you "compose" one material as an example? Maybe this is interesting for others too.."
Jan 2
Daniel Holz replied to Daniel Holz's discussion PBR Textures in nxtRender for Autocad
"Thanks Rich, exacvtly what i found out. Only did't know what to dfo with the AO map.."
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