Search found 2561 matches

by B.Y.O.B.
Fri Jan 24, 2020 1:40 pm
Forum: User Support
Topic: Smoke and volume
Replies: 12
Views: 853

Re: Smoke and volume

I guess the fundamental problem is that you are reaching the limits of floating point precision by using a band from 0 to 0.02.
by B.Y.O.B.
Thu Jan 23, 2020 12:24 am
Forum: General Discussion
Topic: Bitbucket ends mercurial support
Replies: 2
Views: 741

Bitbucket ends mercurial support

https://bitbucket.org/blog/sunsetting-m ... -bitbucket

Most of the old LuxRender repositories use mercurial: https://bitbucket.org/account/user/luxr ... jects/PROJ
We could consider porting them to git, either on bitbucket or on our new github project.
by B.Y.O.B.
Wed Jan 22, 2020 9:18 pm
Forum: User Support
Topic: Error in object material reference
Replies: 8
Views: 776

Re: Error in object material reference

I have fixed the bug.
by B.Y.O.B.
Wed Jan 22, 2020 5:06 pm
Forum: User Support
Topic: Smoke and volume
Replies: 12
Views: 853

Re: Smoke and volume

That's RT as well, you need to start a final render instead.

You could try to change the smoke precision from "half" to "float" and see if that helps.
by B.Y.O.B.
Wed Jan 22, 2020 3:09 pm
Forum: User Support
Topic: Smoke and volume
Replies: 12
Views: 853

Re: Smoke and volume

Have you done a longer render where the noise is gone?
by B.Y.O.B.
Wed Jan 22, 2020 1:52 pm
Forum: User Support
Topic: Spectral rendering
Replies: 29
Views: 1558

Re: Spectral rendering

Btw Radeon prorender is doing spectral rendering on viewport with vulkan : http://www.cgchannel.com/2019/12/radeon-prorender-for-blender-gets-full-spectrum-rendering/ I think they are using the word "spectrum" with the meaning "a wide range of techniques" here, since they are talking about a transi...
by B.Y.O.B.
Wed Jan 22, 2020 1:48 pm
Forum: User Support
Topic: Smoke and volume
Replies: 12
Views: 853

Re: Smoke and volume

If you scatter one color more than the others, the rest will pass through unscattered and create this look. It's the same as with the sky: blue light is scattered, the rest passes -> sky appears blue and sun appears yellow/red (the effect is stronger when the sun is near the horizon, since the dista...
by B.Y.O.B.
Wed Jan 22, 2020 11:03 am
Forum: User Support
Topic: Error in object material reference
Replies: 8
Views: 776

Re: Error in object material reference

This kind of message indicates a bug. When there's an error in the way the scene is set up, you would get a nicer message with explanation and an entry in the error log.
by B.Y.O.B.
Tue Jan 21, 2020 5:49 pm
Forum: User Support
Topic: Lights being ignored by opencl
Replies: 6
Views: 535

Re: Lights being ignored by opencl

Dade wrote:
Tue Jan 21, 2020 2:38 pm
This is likely to be related to https://github.com/LuxCoreRender/LuxCore/issues/290, something I have fixed today
Indeed, looks fixed to me.
by B.Y.O.B.
Tue Jan 21, 2020 4:06 pm
Forum: Development
Topic: (Open)Subdiv and Displacement shapes
Replies: 43
Views: 5676

Re: (Open)Subdiv and Displacement shapes

Ah yes, exposing map.channels is still on my Todo list.
https://github.com/LuxCoreRender/BlendL ... ent.py#L31