Search found 4714 matches

by Dade
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 ...
by Dade
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 ...
by Dade
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.
by Dade
Wed Apr 03, 2019 1:54 pm
Forum: Works in Progress
Topic: Laci's wip
Replies: 290
Views: 204387

Re: Laci's wip

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
So was it normal interpolation related ?
by Dade
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 ...
by Dade
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 ...
by Dade
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 ?
by Dade
Tue Apr 02, 2019 10:18 pm
Forum: Works in Progress
Topic: WIP PGI DEMO
Replies: 29
Views: 23617

Re: WIP PGI DEMO

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.
If you post a test scene I can look into it.
by Dade
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 :mrgreen:
by Dade
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 ...