Search found 187 matches

by juangea
Tue Nov 24, 2020 3:23 pm
Forum: Development
Topic: Blue noise dithered Sobol
Replies: 23
Views: 4908

Re: Blue noise dithered Sobol

Not yet, I'm testing a different thing right now, the possible benefit of a manual control of a GPU parameter to gain speed at the cost of VRam, after I finish these tests I'll do the tests about this with Cycles. If you are curious here is my report so far: https://github.com/LuxCoreRender/LuxCore/...
by juangea
Tue Nov 24, 2020 3:21 pm
Forum: Development
Topic: Disney BRDF material
Replies: 112
Views: 22036

Re: Disney BRDF material

Do you refer to the "Multiscatter - GGX" ? I ask this because I only see two models in the cycles principled shader, GGX and Multiscatter-GGX. Anyways, I'm not sure about the conversation going on here right now XD But an update to Principled 2015, Principled Hair and Principled Volume would be very...
by juangea
Tue Nov 17, 2020 8:01 pm
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 4009

Re: Sub-Surface Scattering

It could be helpful for him if you describe exact steps to see the problem in an obvious way.

Unless it's just open your scene and render in CPU and then in GPU and compare :) (that may be the case not that I think about it XD )
by juangea
Tue Nov 17, 2020 7:45 pm
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 4009

Re: Sub-Surface Scattering

CPu and GPU should deliver the exact same result, if you find in path + sobol some difference between CPU only and CPU + GPU or GPU only you should report this with an example scene, it's a bug I would say :) This is because you have to be able to mix render nodes and retrieve the exact same result,...
by juangea
Tue Nov 17, 2020 3:02 pm
Forum: Development
Topic: Blue noise dithered Sobol
Replies: 23
Views: 4908

Re: Blue noise dithered Sobol

Oh, I never did the tests, I'll check those tests next weekend, or at least I'll try
by juangea
Tue Nov 03, 2020 9:17 am
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 4009

Re: Sub-Surface Scattering

I think we need random walk and the improved principled shader to avoid these problematic :)
by juangea
Tue Nov 03, 2020 9:16 am
Forum: Development
Topic: Better Cycles compatibility
Replies: 4
Views: 687

Re: Better Cycles compatibility

I agree that to vastly improve compatibility just so minor nodes have to be improved/implemented. Usually they are Mapping / texture coordinates, and translucent / sub surface, with that toolset a big majority of cycles shaders could be fully compatible since ArchViz materials tend to be simple enou...
by juangea
Sat Oct 24, 2020 4:01 pm
Forum: Development
Topic: UVRandomMapping2D (and LocalRandomMapping3D)
Replies: 11
Views: 1441

Re: UVRandomMapping2D (and LocalRandomMapping3D)

Not a problem, we are here to remind and ask hahaha :)
by juangea
Sat Oct 24, 2020 12:10 pm
Forum: Development
Topic: Random Per Island and Mix (Color Math) - Layering / multiple texture inputs?
Replies: 0
Views: 615

Random Per Island and Mix (Color Math) - Layering / multiple texture inputs?

I've been dealing with using Random Per Island to distribute several textures in the same object, and it works great, but the thing is that I had to stack several Color Math nodes to convert the random values into 1 or 0 for the textures to be fully applied and not mixed. So i thought that a layerin...
by juangea
Sat Oct 24, 2020 11:28 am
Forum: Development
Topic: Texture bombing
Replies: 9
Views: 1300

Re: Texture bombing

you can always stack multiple bombing textures if you need multiple bullets. Whould that make a performance difference? I mean, multiple bullets means that the computation of the bullets distribution is being done once and with multiple textures, also I imagine intersection between bullets can be a...