I my tests, the best way to get a good lighting propagation in cycles is setting it to full gi (128 bounces), slower, but much better in realism, can you test your scene in cycles with the Full Gi preset?
Thanks.
Search found 171 matches
- Wed Jan 13, 2021 10:03 am
- Forum: Tutorials, Tips and Tricks
- Topic: Luxcore Vs Cycles Round II
- Replies: 3
- Views: 7485
- Wed Oct 28, 2020 7:40 pm
- Forum: Tutorials, Tips and Tricks
- Topic: Urgent Paid Coaching over Skype
- Replies: 1
- Views: 3720
- Tue Sep 22, 2020 7:16 am
- Forum: User Support
- Topic: Trouble with glass reflections
- Replies: 23
- Views: 10072
- Tue Sep 22, 2020 7:07 am
- Forum: User Support
- Topic: Looking for advice (furniture render)
- Replies: 8
- Views: 6547
Re: Looking for advice (furniture render)
I think this is useful (interior hdri) if you make close captions or if you have backplates of the same environment.
In your case, I would model the space and outside put an open environment hdri map.
Regards
In your case, I would model the space and outside put an open environment hdri map.
Regards
- Mon Sep 21, 2020 4:53 pm
- Forum: User Support
- Topic: Looking for advice (furniture render)
- Replies: 8
- Views: 6547
Re: Looking for advice (furniture render)
To me they are like hdris through a window.
Look at this source.
https://hdrihaven.com/hdris/
Use one that makes soft shadows.
Regards.
Look at this source.
https://hdrihaven.com/hdris/
Use one that makes soft shadows.
Regards.
- Mon Sep 21, 2020 4:51 pm
- Forum: User Support
- Topic: Trouble with glass reflections
- Replies: 23
- Views: 10072
Re: Trouble with glass reflections
Well, we already have a trouble with denoiser and objects behind glass.
- Mon Sep 21, 2020 12:03 pm
- Forum: User Support
- Topic: Trouble with glass reflections
- Replies: 23
- Views: 10072
Re: Trouble with glass reflections
Can this decision be reconsidered?
Thanks
Thanks
- Mon Sep 21, 2020 11:52 am
- Forum: User Support
- Topic: Trouble with glass reflections
- Replies: 23
- Views: 10072
Re: Trouble with glass reflections
Well, I would clearly make a switch to use one or other option inside the material, because it makes a great difference depending on the situation. Ofc, albedo and normal should be distorted by refraction. Edit: I prefer much, much, much more that first solution (oidn documentation) and spend a bit ...
- Mon Sep 21, 2020 8:12 am
- Forum: User Support
- Topic: Trouble with glass reflections
- Replies: 23
- Views: 10072
Re: Trouble with glass reflections
Well, I've managed to achieve something. This is original denoised image given a number of samples, with the albedo and normal pass: tdenoise1.jpg ta1.jpg tn1.jpg But Setting opacity of the glass to 0 and render with few samples to get the passes: opacity.png ta2.jpg tn2.jpg Denoising the first nois...
- Sat Sep 19, 2020 8:41 am
- Forum: User Support
- Topic: Trouble with glass reflections
- Replies: 23
- Views: 10072
Re: Trouble with glass reflections
Hi, thanks for your support.
So these values are hard coded?
Can this be adjusted by user?
Is there any way to find the correct ones (via AOV passes, for example)?
And, why not disable glass materials to be visible in normal and albedo maps by choice?
Regards.
So these values are hard coded?
Can this be adjusted by user?
Is there any way to find the correct ones (via AOV passes, for example)?
And, why not disable glass materials to be visible in normal and albedo maps by choice?
Regards.