Search found 4714 matches
- Wed Apr 03, 2019 3:42 pm
- Forum: User Support
- Topic: Handling of relative refractive indices
- Replies: 10
- Views: 6987
Re: Handling of relative refractive indices
But an IOR setting can be activated (I assume this does activate angle dependent (fresnel) reflection).
The question is what happens when inside a volume with the same or a different IOR, how is the fresnel effect calculated?
The related code: https://github.com/LuxCoreRender/LuxCore/blob ...
- Wed Apr 03, 2019 2:38 pm
- Forum: User Support
- Topic: OpenCL compiling time
- Replies: 3
- Views: 2237
Re: OpenCL compiling time
LuxCore uses a kernel cache so a specific version of the code is compiled only one time (i.e. the first time is used). The option to compile
many types of code fragments at once is also available (it is in LuxCoreUI).
If you run the pre-view 2 times in a row, you should notice that there is no ...
many types of code fragments at once is also available (it is in LuxCoreUI).
If you run the pre-view 2 times in a row, you should notice that there is no ...
- Wed Apr 03, 2019 2:27 pm
- Forum: Development
- Topic: LXS point light[solved]
- Replies: 3
- Views: 2604
Re: LXS point light
I should have fixed the problem.
- Wed Apr 03, 2019 1:54 pm
- Forum: Works in Progress
- Topic: Laci's wip
- Replies: 290
- Views: 204387
Re: Laci's wip
So was it normal interpolation related ?lacilaci wrote: Wed Apr 03, 2019 1:10 pm Very interesting.. So I've figured there was a shading issue, autosmooth + bevel modifier changed shading and that resulted in the error.
The interesting part is that this type of shading issue doesn't seem to affect cycles at all. This is frustrating
- Wed Apr 03, 2019 10:13 am
- Forum: Development
- Topic: Adaptive sampling improvements
- Replies: 145
- Views: 96131
Re: Adaptive sampling improvements
Thanks, I merged the pull request on "new_conv_test" branch so we can work there without hurry. Let's start:
1) There seem to be a problem on borders. You are always dividing by 81 (9 * 9) however the pixels near borders have less neighbors so the convergence values are not correct.
2) Can we ...
1) There seem to be a problem on borders. You are always dividing by 81 (9 * 9) however the pixels near borders have less neighbors so the convergence values are not correct.
2) Can we ...
- Wed Apr 03, 2019 9:20 am
- Forum: Works in Progress
- Topic: WIP PGI DEMO
- Replies: 29
- Views: 23617
Re: WIP PGI DEMO
Done thanks you !
The scene you sent me uses "glass", not "archglass" :?:
It is pretty easy to spot, this is a direct light only rendering with "glass":
glass.jpg
and this if I switch to "archglass":
archglass.jpg
It works as expected. I looked into and edited the exported scene ...
- Wed Apr 03, 2019 8:46 am
- Forum: User Support
- Topic: Handling of relative refractive indices
- Replies: 10
- Views: 6987
Re: Handling of relative refractive indices
Glossy is not a transparent material so there is no refraction at all
Or are you mixing glossy with something else ?

- Tue Apr 02, 2019 10:18 pm
- Forum: Works in Progress
- Topic: WIP PGI DEMO
- Replies: 29
- Views: 23617
Re: WIP PGI DEMO
If you post a test scene I can look into it.Sharlybg wrote: Tue Apr 02, 2019 9:08 pm But can't understand why the box down is so dark. it is the same arch glass shader use for other transparent part of the frige.
- Tue Apr 02, 2019 10:17 pm
- Forum: Works in Progress
- Topic: Laci's wip
- Replies: 290
- Views: 204387
Re: Laci's wip
As far as I remember Cycles glossy is based on GGX model, Lux glossy(2) was written a lot before GGX was even invented 

- Tue Apr 02, 2019 3:40 pm
- Forum: Works in Progress
- Topic: Laci's wip
- Replies: 290
- Views: 204387
Re: Laci's wip
Is the wall made of Glossy material ?
Yes, the problem is only appearing on glossy material
What kind of material do you use with Cycles ? I assume the black border is the result of too Lux glossy specular component and not enough diffuse componente.
I'm not happy of current status of ...