Search found 1440 matches

by B.Y.O.B.
Sun Dec 09, 2018 2:32 pm
Forum: General Discussion
Topic: When is principled shader coming out?
Replies: 10
Views: 167

Re: When is principled shader coming out?

Racleborg wrote:
Sun Dec 09, 2018 1:59 pm
Will the Principle shader be replacing any shaders, or will it just be an addition to?
The latter.
by B.Y.O.B.
Sat Dec 08, 2018 6:17 pm
Forum: Works in Progress
Topic: Laci's wip
Replies: 117
Views: 4077

Re: Laci's wip

It could just be caused by the behaviour of clamping that Dade explained here: viewtopic.php?f=4&t=700&p=7221#p7221
But I'm not entirely sure.
by B.Y.O.B.
Sat Dec 08, 2018 6:11 pm
Forum: Development
Topic: BlendLuxCore v2.1beta3 with Optix integration
Replies: 0
Views: 49

BlendLuxCore v2.1beta3 with Optix integration

I have published an experimental release with support for Nvidia's Optix denoiser in the viewport. Everything is explained on the release page: https://github.com/LuxCoreRender/BlendLuxCore/releases/tag/blendluxcore_v2.1beta3_optix Here is a video showing the feature in action: https://youtu.be/mSgN...
by B.Y.O.B.
Sat Dec 08, 2018 11:38 am
Forum: General Discussion
Topic: When is principled shader coming out?
Replies: 10
Views: 167

Re: When is principled shader coming out?

my hopes are that rather than a "copy" of what cycles is using we get a bit more advanced ubermaterial. The plan was to implement the Disney principled shader. Personally I hope for as much compatibility with Cycles as possible, to make an automatic material converter easier to create. What additio...
by B.Y.O.B.
Fri Dec 07, 2018 11:46 pm
Forum: Works in Progress
Topic: Laci's wip
Replies: 117
Views: 4077

Re: Laci's wip

lacilaci wrote:
Fri Dec 07, 2018 10:10 pm
It seems that both uniform and logpower not only redistribute samples but completely shift exposure/balance.
Does this also happen if you disable clamping (in a noise-free render)?
by B.Y.O.B.
Fri Dec 07, 2018 10:00 pm
Forum: Works in Progress
Topic: Laci's wip
Replies: 117
Views: 4077

Re: Laci's wip

Have you tried rendering the image until it was noise-free (without denoiser)? In the logpower rendering, the sun seems to be undersampled. Also note that the clamping adapts as more samples come in. The effect you see might come from the fact that one light strategy samples the sun more than the ot...
by B.Y.O.B.
Wed Dec 05, 2018 2:42 pm
Forum: User Support
Topic: DLS and material settings
Replies: 6
Views: 98

Re: DLS and material settings

It may be worth to add a new method "GetDLSEnalbedCount()" if someone need that information for some reason. I think this is a good idea. With this I could show better information and warnings in BlendLuxCore, because it doesn't really matter if there are a few thousand light sources with DLS disab...
by B.Y.O.B.
Wed Dec 05, 2018 11:09 am
Forum: User Support
Topic: DLS and material settings
Replies: 6
Views: 98

Re: DLS and material settings

I think the direct light cache still uses light sources with direct light sampling disabled.
Maybe this could be considered a bug in the direct light cache?

By the way, LuxCore also includes lights with disabled DLS in it's "GetLightCount()" method, which is not ideal I think.
by B.Y.O.B.
Wed Dec 05, 2018 11:05 am
Forum: User Support
Topic: Scratches on the surface from the edges (black lines)
Replies: 4
Views: 102

Re: Scratches on the surface from the edges (black lines)

I recently added an entry about this to the FAQ:
https://wiki.luxcorerender.org/BlendLux ... cate_faces
(See the entry "There are dark triangular artifacts on my model, and I already checked for duplicate faces")
by B.Y.O.B.
Tue Dec 04, 2018 4:28 pm
Forum: Development
Topic: Usability and Luxcore workflow streamlining ideas
Replies: 25
Views: 347

Re: Usability and Luxcore workflow streamlining ideas

One thing I would like to see in a future rework of the material system is "everything texturable". Wherever possible, parameters should be texturable, for example UV mapping offset/rotation. This makes the materials/textures much more versatile. And it might not be obvious at first where a texturab...