Search found 408 matches

by CodeHD
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...
by CodeHD
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 ...
by CodeHD
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'...
by CodeHD
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...
by CodeHD
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...
by CodeHD
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...
by CodeHD
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...
by CodeHD
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...
by CodeHD
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...
by CodeHD
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...