Search found 108 matches

by chafouin
Sun Aug 02, 2020 7:10 am
Forum: Development
Topic: Camera non uniform bokeh support
Replies: 31
Views: 2919

Re: Camera non uniform bokeh support

Awesome, onion rings and lens imperfections incoming! :)
by chafouin
Wed Jul 29, 2020 9:08 pm
Forum: Development
Topic: Camera non uniform bokeh support
Replies: 31
Views: 2919

Re: Camera non uniform bokeh support

While it can fake chromatic aberrations and has been used in the past in many engines, it is not the correct and physical way to create chromatic or achromatic aberrations. The current color aberrations only allow for purple and green, while these are usually more red and blue. Is it possible to giv...
by chafouin
Wed Jul 29, 2020 6:10 pm
Forum: Development
Topic: Camera non uniform bokeh support
Replies: 31
Views: 2919

Re: Camera non uniform bokeh support

This is awesome! I think RGB bokeh shape would be nice to have, but if you get proper longitudinal achromatic aberration in front and back bokeh, as well as chromatic aberration (that you already added in the imagepipeline), this is less required. http://richardrosenman.com/wp-content/uploads/softwa...
by chafouin
Wed Jul 29, 2020 5:02 am
Forum: User Support
Topic: LuxCoreUI config error
Replies: 6
Views: 1068

LuxCoreUI config error

I wanted to try the new chromatic aberration in LuxCoreUI as it's not in BlendLuxCore yet, and I'm getting this error when trying to load the LuxCore scene I saved from Blender:

RenderConfig loading error:
bad lexical cast: source type value could not be interpreted as target
by chafouin
Wed Jul 29, 2020 4:29 am
Forum: Development
Topic: Camera non uniform bokeh support
Replies: 31
Views: 2919

Re: Camera non uniform bokeh support

Would it be possible to get a preview of the bokeh by adding a render preview panel in the camera?
by chafouin
Mon Jul 27, 2020 4:18 pm
Forum: Development
Topic: Camera non uniform bokeh support
Replies: 31
Views: 2919

Re: Camera non uniform bokeh support

This with the chromatic aberrations that Dade added will do so much for photo-realism, awesome work!
by chafouin
Mon Jul 13, 2020 11:27 pm
Forum: User Support
Topic: Angular roughness/Angular glossiness
Replies: 22
Views: 1798

Re: Angular roughness/Angular glossiness

It's the usual fresnel effect (angular specularity if you will), but it's not angle-dependent roughness.
by chafouin
Sun Jul 12, 2020 5:41 pm
Forum: User Support
Topic: Normal map operations
Replies: 2
Views: 331

Re: Normal map operations

Awesome B.Y.O.B., thank you.
by chafouin
Sun Jul 12, 2020 6:21 am
Forum: User Support
Topic: Normal map operations
Replies: 2
Views: 331

Normal map operations

Hey there, I am trying to lerp two normal maps. Not combine, but lerp / mix. Unfortunately the Color Math in BlendLuxCore doesn't support it, it says Wrong Input. Is there a way to do the normal map conversion later in the node tree and not in the Image node, so I can do normal maps operations? Than...
by chafouin
Sun Jul 05, 2020 7:08 pm
Forum: User Support
Topic: Viewport render update when changing Exposure
Replies: 4
Views: 462

Re: Viewport render update when changing Exposure

It only happens with LuxCore, changing the exposure thinks the World Light has changed: [Exporter] Update because of: OBJECT | REQUIRES_SCENE_EDIT | WORLD [SDL][444.500] Light definition: 2663798522552 [SDL][444.500] Light re-definition: __WORLD_BACKGROUND_LIGHT__ But it doesn't do it in new scenes....