Search found 408 matches
- Sat Nov 21, 2020 6:44 pm
- Forum: User Support
- Topic: Specular reflection vs diffuse reflection.
- Replies: 21
- Views: 2890
Re: Specular reflection vs diffuse reflection.
But aside from Disney model there is also the Glossy2/Matte material from Lux being tested. I could make the same argument here. Glossy2 has some underlying model. Do you have a reason to believe that it should fit your material? How does it actually compare for matte? I don't think you have explic...
- Sat Nov 21, 2020 3:47 pm
- Forum: User Support
- Topic: Specular reflection vs diffuse reflection.
- Replies: 21
- Views: 2890
Re: Specular reflection vs diffuse reflection.
I'm currently working my way through the (2012) Disney paper , trying to understand it better. You seem to be working with the assumption that this shader is a perfect physical model for all real materials. You can't make this assumption! Here is a quote from the Disney paper: In developing our new ...
- Wed Nov 18, 2020 1:34 pm
- Forum: Development
- Topic: exr image output
- Replies: 24
- Views: 3856
Re: exr image output
Hi bartek_zgo, There is one difference between your code and the one Dade posted. Try to remove these two lines from your code: film.imagepipelines.0.3.type = "GAMMA_CORRECTION" film.imagepipelines.0.3.value = "1.0" I've just had a little stroll through the source code. While technically it shouldn'...
- Mon Nov 16, 2020 12:12 pm
- Forum: User Support
- Topic: strange behaviour of homogeneous scattering volume
- Replies: 17
- Views: 2927
Re: strange behaviour of homogeneous scattering volume
You mean it's impossible or it will just last long? I'm not looking quick results but for high realism. Is FP32 floating point precision? I don't get the connection between the precision and this surface/volume issue. In this case, it could be helpful to show a sketch of the full setup you eventual...
- Thu Nov 12, 2020 10:03 pm
- Forum: User Support
- Topic: wrong luminance calculation
- Replies: 3
- Views: 947
Re: wrong luminance calculation
The difference seems to come from this line of code, where BlendLuxCore converts lumen to watt: https://github.com/LuxCoreRender/BlendLuxCore/blob/33d3d254bc368e36eaf116aa727720190666d9a6/export/light.py#L741 Let's calculate the factor: 2*pi*(1 - cos(90°/2)) = 1.84030, as well as the ratio of your r...
- Mon Nov 09, 2020 10:53 pm
- Forum: User Support
- Topic: Very long wait for caches enabled
- Replies: 37
- Views: 4678
Re: Very long wait for caches enabled
It is available if the user disables "use automatic radius" in the indirect light cache settings. For clarification, I would like to add that this is different to the "Brute force radius scale", about which you wrote earlier in this thread that it has no influence on cache build time. When unchecki...
- Thu Nov 05, 2020 9:49 pm
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 8013
Re: Sub-Surface Scattering
I'm wondering: is Bidir + Mis not able to render SDS paths at all, or is it able to do so if the light has some area or volume? (Not a distant sun or point light.) Exactly. It only works if the light source (or the camera in case of light tracing) are intersectable . The normal way in ray tracing i...
- Thu Nov 05, 2020 12:21 pm
- Forum: Development
- Topic: CPU + GPU
- Replies: 9
- Views: 1091
Re: CPU + GPU
The tooltip says "Use GPU(s) and optionally the CPU". Granted, nobody has time to read all the tooltips, and it's not obvious behind which tooltip the relevant information is all the time. The info if CPU is used for light tracing could be added to the "pretty" string like in the image below :?: tm...
- Thu Nov 05, 2020 9:58 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 8013
Re: Sub-Surface Scattering
Bidir + Metropolis can't do SDS caustics, so at least the Caustics light cache would be an "advantage" for Path. I'm also with Sharly as in I don't even see any obvious SDS paths there. Maybe in the knife reflection onto the pumpkin-eye carving, but there is only diffuse lighting arriving there. Als...
- Wed Nov 04, 2020 7:14 pm
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 8013
Re: Sub-Surface Scattering
For now, that would loop back to Dade's earlier tip: add some emission to emulate the behaviour. Depending on the absoprtion depth, I could imagine you wil be better off with emission on the surface material rather than the volume though... Edit: I worte this at the same time as DionXein, so just to...