Search found 3133 matches

by B.Y.O.B.
Tue Oct 06, 2020 8:56 pm
Forum: User Support
Topic: Darkness in transparent surface ?
Replies: 12
Views: 381

Re: Darkness in transparent surface ?

I set all 4 depths to 100 (total, diffuse, glossy and specular).
It's probably only necessary to raise the total and specular depths, though.
by B.Y.O.B.
Tue Oct 06, 2020 7:28 pm
Forum: User Support
Topic: Darkness in transparent surface ?
Replies: 12
Views: 381

Re: Darkness in transparent surface ?

Following the advice I gave before:

This is with your path depths:
a.jpg
and this is with depths 100:
b.jpg
So you will have to try different path depths to find one that is sufficient (which will be between 12 and 100).
by B.Y.O.B.
Tue Oct 06, 2020 4:36 pm
Forum: User Support
Topic: Darkness in transparent surface ?
Replies: 12
Views: 381

Re: Darkness in transparent surface ?

Impossible to say without having access to the scene.

You could try to rule out some possibilities first:
For example, the path depth might be too low - to rule that out, set the path depths to something very high (like 100) and compare it with your current render.
by B.Y.O.B.
Mon Oct 05, 2020 2:35 pm
Forum: User Support
Topic: PhotonGI caustics
Replies: 12
Views: 355

Re: PhotonGI caustics

Well I'm not sure if they are SDS caustics, but my scene has the camera above the water, with caustics at the sand (camera is not underwater, but caustics are). They are SDS caustics, but since the only light in the scene is the environment light with HDRI, Bidir can render them (inefficiently), be...
by B.Y.O.B.
Sun Oct 04, 2020 11:47 pm
Forum: Finished Work
Topic: Cloth Brush Test
Replies: 0
Views: 146

Cloth Brush Test

The cloth brush is pretty cool.
by B.Y.O.B.
Sun Oct 04, 2020 10:46 pm
Forum: User Support
Topic: PhotonGI caustics
Replies: 12
Views: 355

Re: PhotonGI caustics

You don't need env. light cache and indirect light cache in this scene.

About the caustics cache, you just need a lower lookup radius (and maybe raise max. size and lower step samples to focus more on the caustics, since they are taking more time to clear than the other noise).
by B.Y.O.B.
Fri Oct 02, 2020 3:28 pm
Forum: Development
Topic: Texture bombing
Replies: 7
Views: 546

Re: Texture bombing

Would it be possible to support random rotations for the "bullets"? Having to create multiple fixed orientations and stitching them in an image editing program seems like a bit of a cumbersome and unintuitive workflow to me. Random sizes would also be useful. And both rotation and size could have mi...
by B.Y.O.B.
Wed Sep 30, 2020 10:40 am
Forum: User Support
Topic: Cryptomate, ID Mask, compositing
Replies: 6
Views: 560

Re: Cryptomate, ID Mask, compositing

It doesn't require changes in the Blender API.
There's a github issue about it here: https://github.com/LuxCoreRender/BlendL ... issues/230
by B.Y.O.B.
Wed Sep 30, 2020 10:10 am
Forum: User Support
Topic: Cryptomate, ID Mask, compositing
Replies: 6
Views: 560

Re: Cryptomate, ID Mask, compositing

The OBJECT_ID_MASK and MATERIAL_ID_MASK AOVs are not yet supported by the Blender addon.
by B.Y.O.B.
Tue Sep 29, 2020 2:57 pm
Forum: Development
Topic: TwoSided material
Replies: 44
Views: 3258

Re: TwoSided material

@B.Y.O.B: BlendLuxCore seems to leave the default values for the back face if the "Double Sided" option is not used. This is probably a bug and I assume people expect to have the same parameters both for front and back face. Fixed. I had a wrong assumption about how the properties of this material ...