Search found 2977 matches

by B.Y.O.B.
Wed Jul 15, 2020 4:10 pm
Forum: Development
Topic: Optix/RTX support
Replies: 19
Views: 775

Re: Optix/RTX support

Would it make sense to build them in parallel?
by B.Y.O.B.
Wed Jul 15, 2020 11:40 am
Forum: User Support
Topic: Angular roughness/Angular glossiness
Replies: 12
Views: 233

Re: Angular roughness/Angular glossiness

But if you select a static color instead of IOR the angular dependency is lost, isn't it? No. Check the code I linked: The IOR (called "index" in the code) is just a scaling factor for the specular color (called "ks" in the code). It does not matter if you use the IOR or not, what comes out of ther...
by B.Y.O.B.
Tue Jul 14, 2020 8:27 pm
Forum: User Support
Topic: Angular roughness/Angular glossiness
Replies: 12
Views: 233

Re: Angular roughness/Angular glossiness

I think the "glossy" material node has an option called "IOR". If one select this the amount of reflection is calculated by Fresnel law. The IOR mode is just another input method instead of specular color. Internally the IOR is just used to calculate specular brightness for the material. Afterwards...
by B.Y.O.B.
Mon Jul 13, 2020 6:17 pm
Forum: User Support
Topic: Angular roughness/Angular glossiness
Replies: 12
Views: 233

Re: Angular roughness/Angular glossynes

LuxCore does not do this, roughness is not view-dependent in LuxCore.
by B.Y.O.B.
Mon Jul 13, 2020 4:44 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 827
Views: 149486

Re: BlendLuxCore Development

I would add the option to have the denoise inside the node group, per pass, it will deliver better overall result I think. I don't see how denoising each pass individually would benefit the result. It would certainly decrease the responsiveness of the setup a lot, though. Can you show images that p...
by B.Y.O.B.
Mon Jul 13, 2020 11:12 am
Forum: User Support
Topic: Caustics is not visible behind glass material
Replies: 2
Views: 123

Re: Caustics is not visible behind glass material

The blue surface on the pool floor has a disney material with roughness = 0. This is more specular than the PhotonGI glossiness threshold, so the surface will not store photons.
After setting the roughness to a higher value like 0.4, photons can be stored on it.
by B.Y.O.B.
Sun Jul 12, 2020 7:41 pm
Forum: News
Topic: LuxCoreRender v2.4beta1 released
Replies: 15
Views: 1652

Re: LuxCoreRender v2.4beta1 released

Same here, it's crashing badly both on windows/linux, I switched the kernel to CUDA for OPENCL. It starts doing the initial compilation, after a while it displays the rendered preview for a second and then it simply crashes and closes. That sounds like a different issue than the one provisory descr...
by B.Y.O.B.
Sun Jul 12, 2020 10:03 am
Forum: User Support
Topic: Normal map operations
Replies: 2
Views: 76

Re: Normal map operations

First, you can use the color math node for this, the warnings on the sockets are just UI warnings. And in this particular case, because the color math node is just a different UI for the same textures used internally in the (float) math node, it works. The recommended way is to use the math node in ...
by B.Y.O.B.
Sun Jul 12, 2020 9:15 am
Forum: Development
Topic: BlendLuxCore Development
Replies: 827
Views: 149486

Re: BlendLuxCore Development

Sharlybg wrote:
Sun Jul 12, 2020 12:52 am
Look awesome and clean. ;)
Can the wide node group mixer in the middle be animated ?
So we can make light animation based on a single render shot by animating light color and strengh along a time frame.
Yes, since it's a regular compositor node group, it can be animated.
by B.Y.O.B.
Sat Jul 11, 2020 10:05 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 827
Views: 149486

Re: BlendLuxCore Development

I started the work on a light group editor realized as a compositor node group.
It is created with the press of one button in the light group panel and looks like this:
(the denoise node is not yet added by the script, but it will be)