Search found 408 matches

by CodeHD
Wed Nov 04, 2020 5:16 pm
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 8175

Re: Sub-Surface Scattering

I was thinking: how come in real life certain materials have a certain light, almost glowing SSS, as if the light is perfectly scattered inside the volume without the surface or volume significantly decreasing the light strength. As BYOB mentioned, using a Glossy Translucent material darkens the SS...
by CodeHD
Tue Nov 03, 2020 7:31 pm
Forum: Development
Topic: Luxcore vs real Photo
Replies: 32
Views: 3918

Re: Luxcore vs real Photo

Sharlybg wrote:
Tue Nov 03, 2020 6:36 pm
Is anyone able to render this with Luxcore standalone ?

00000.zip

I'm trying with 2.4 official standalone without success.
I just tried with a recent 2.5 build, and it fails for me too.
by CodeHD
Tue Nov 03, 2020 6:51 pm
Forum: Computer Graphic News
Topic: NVIDIA DLSS in 3D rendering
Replies: 22
Views: 6613

Re: NVIDIA DLSS in 3D rendering

zeealpal wrote:
Tue Nov 03, 2020 6:48 pm
I'm sure only DLSS 1.0 required per-game training. DLSS 2.0 is generic in comparison:
https://www.anandtech.com/show/15648/nv ... on-vectors
Ok thanks for the info, seems it was improved since then...
by CodeHD
Tue Nov 03, 2020 6:46 pm
Forum: Development
Topic: Luxcore vs real Photo
Replies: 32
Views: 3918

Re: Luxcore vs real Photo

This was my point since the begining. I am sure lot of super white materials goes above 0.7 or 0.85 of albedo reflectance. Not just "super white" materials, any good white paint should be around 0.9. They are usually based on Titanium Dioxide (so is toothpaste btw.) Real super whites for technical ...
by CodeHD
Tue Nov 03, 2020 6:32 pm
Forum: Computer Graphic News
Topic: NVIDIA DLSS in 3D rendering
Replies: 22
Views: 6613

Re: NVIDIA DLSS in 3D rendering

The result will never be identical to a really rendered result. Unless you have already trained the NN with the real outcome. From what I have read about this topic, the above statement is exactly the dealbreaker, and the reason why nvidia doesn't offer a general DLSS-API: All games featuring it ha...
by CodeHD
Tue Nov 03, 2020 9:34 am
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 8175

Re: Sub-Surface Scattering

Your scenes seem to have quite a different lighting. The cycles version looks muc more dominated by the distant (sun?) source coming from the top left wiht a weak diffuse background, while the LuxCore version is more dominated by the latter. I don't think this explains all of it, but at least on the...
by CodeHD
Mon Nov 02, 2020 6:04 pm
Forum: Development
Topic: Luxcore vs real Photo
Replies: 32
Views: 3918

Re: Luxcore vs real Photo

Then you told us white in lux coresponds to 0.7. So we did. I know this common reference, and wanted to nag about it before but kept forgetting... A regular good white paint can be over 90%. Reference for example: https://digitalcommons.usu.edu/cgi/viewcontent.cgi?article=1010&context=cpl_technique...
by CodeHD
Mon Nov 02, 2020 2:20 pm
Forum: Development
Topic: Luxcore vs real Photo
Replies: 32
Views: 3918

Re: Luxcore vs real Photo

No you don't need to worry about roughness here. You can see a very clear reflection of the scene in the copper sphere, which means it is not rough. (Corresponding to the left shader ball in that picture, where you have no difference). Rather the opposite, I have noticed that the LuxCore image shows...
by CodeHD
Fri Oct 30, 2020 6:33 pm
Forum: Development
Topic: Luxcore vs real Photo
Replies: 32
Views: 3918

Re: Luxcore vs real Photo

For BidirVM, this should still apply:

viewtopic.php?f=4&t=1835
by CodeHD
Fri Oct 30, 2020 4:24 pm
Forum: Development
Topic: Luxcore vs real Photo
Replies: 32
Views: 3918

Re: Luxcore vs real Photo

It will be very difficult to know what is the ground truth, at least some info on the scales would be helpful: Sphere size, room dimensions, location of camera and lights. Also, is that a softbox light? What type of light source is used? Couple of observations from the images: - According to the met...