Search found 444 matches

by kintuX
Mon Sep 09, 2019 3:25 pm
Forum: User Support
Topic: pathOCL turning singlesided meshes transparent
Replies: 27
Views: 1221

Re: pathOCL turning singlesided meshes transparent

I think it's precision issue, starting with huge plane/boundary to satisfy the need for horizon... can you remove the big stuff from your scene and check again? There is no ocean mesh anymore (it's disabled from rendering) what you see is just ground color set in sky shader Even so, it's in the sce...
by kintuX
Mon Sep 09, 2019 2:38 pm
Forum: General Discussion
Topic: CGI tech news box
Replies: 170
Views: 39892

Re: CGI tech news box

Variance-Aware Multiple Importance Sampling - Jaroslav Křivánek Many existing Monte Carlo methods rely on multiple importance sampling (MIS) to achieve robustness and versatility. Typically, the balance or power heuristics are used, mostly thanks to the seemingly strong guarantees on their variance...
by kintuX
Mon Sep 09, 2019 2:35 pm
Forum: User Support
Topic: pathOCL turning singlesided meshes transparent
Replies: 27
Views: 1221

Re: pathOCL turning singlesided meshes transparent

I think it's precision issue, starting with huge plane/boundary to satisfy the need for horizon... can you remove the big stuff from your scene and check again?
by kintuX
Mon Sep 02, 2019 9:04 am
Forum: User Support
Topic: Environment lighting results different by cpu and opencl
Replies: 5
Views: 214

Re: Environment lighting results different by cpu and opencl

You got coplanar faces which are causing an issue. The room floor and the plane (ground) are located at same height (0).
Either move one up/down or cut out a whole from the plane.
by kintuX
Fri Aug 30, 2019 8:58 pm
Forum: User Support
Topic: infinite plane
Replies: 6
Views: 295

Re: infinite plane

imo, Iray has it best (especially for architects) since ground and more is being part of its Physical Sky
by kintuX
Mon Aug 26, 2019 11:26 am
Forum: User Support
Topic: Material Null generates Visible Edges and Intersections
Replies: 10
Views: 576

Re: Material Null generates Visible Edges and Intersections

The problem is quite easy to explain: the eye ray hits a front face however it doesn't detect the hit with the very near (on the edges) back face (due to numerical precision). The result is a volume segment between the front face and the far camera clipping plane instead of between the front and ba...
by kintuX
Mon Aug 26, 2019 9:18 am
Forum: Development
Topic: MaxLuxCore - 3ds Max Integration for LuxCore
Replies: 59
Views: 15117

Re: MaxLuxCore - 3ds Max Integration for LuxCore

:D You're taking good care of both and they both look great!
Really appreciated.
by kintuX
Mon Aug 26, 2019 9:05 am
Forum: User Support
Topic: Material Null generates Visible Edges and Intersections
Replies: 10
Views: 576

Re: Material Null generates Visible Edges and Intersections

I don't know how Blender works but are you using an array of cubes instead of a single big cube :?: cubes.jpg In this case, you are going to have a lot of problem with all the overlapped faces, (lack of) numerical precision will do a mess of your scene. Why aren't you using a single big cube ? Even...
by kintuX
Sun Aug 25, 2019 5:28 pm
Forum: User Support
Topic: Material Null generates Visible Edges and Intersections
Replies: 10
Views: 576

Re: Material Null generates Visible Edges and Intersections

The visible edge is caused by the Sun/Distant Light.

No other light sources cause the issue, but render with much more noise!
Which feels like it will never clear. Well, at least not in any reasonable time :(

Here's with Area Light (and few other changes). ;)
by kintuX
Sat Aug 24, 2019 10:12 pm
Forum: User Support
Topic: How to volumetric lighting in lux
Replies: 2
Views: 231

Re: How to volumetric lighting in lux

Basically, you simply create a box with Volume enclosing the space where light passes through. Anyways, hope this scene helps a bit... 8-) LightingVolumetric_FarneseBull-RAW.jpg LightingVolumetric_FarneseBull.7z Mesh source: The Farnese Bull (@ Scan The World) To read & study... - LuxCoreRender Volu...