@Dade, I have simplified the scene a bit, can you do a test with this?
https://github.com/LuxCoreRender/BlendL ... -738789935
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- Fri Dec 04, 2020 1:44 pm
- Forum: User Support
- Topic: Volume Intersect Problem
- Replies: 19
- Views: 1909
- Tue Dec 01, 2020 3:42 pm
- Forum: Development
- Topic: LuxCore Online Library (LOL)
- Replies: 60
- Views: 14993
Re: LuxCore Online Library (LOL)
Doesn't the CC-BY-SA license text already explain everything?
- Mon Nov 30, 2020 5:41 pm
- Forum: Development
- Topic: Disney BRDF material
- Replies: 122
- Views: 26713
Re: Disney BRDF material
We could try to mimic the SSS behaviour in the Cycles principled material: https://docs.blender.org/manual/en/dev/render/shader_nodes/shader/principled.html Take special note of the Subsurface description ("Mix between diffuse and subsurface scattering. Rather than being a simple mix between Diffuse...
- Mon Nov 30, 2020 4:36 pm
- Forum: Development
- Topic: Background image
- Replies: 3
- Views: 347
Re: Background image
What about doing it in an image editing program? Or is memory usage a concern?bartek_zgo wrote: ↑Mon Nov 30, 2020 12:46 pmSo I want to repeat this image 2 times in vertical. Than we put a ground surface, and don't care about the sky under the ground. Is it possible to do this?
- Fri Nov 27, 2020 3:57 pm
- Forum: User Support
- Topic: Volume Intersect Problem
- Replies: 19
- Views: 1909
Re: Volume Intersect Problem
I can also still reproduce the problem with the latest sources (from auto build on Windows, self-compiled on Linux) with this scene: https://github.com/LuxCoreRender/BlendL ... issues/601 (after moving the domain cube a bit to the left).
- Thu Nov 26, 2020 7:24 pm
- Forum: User Support
- Topic: Specular reflection vs diffuse reflection.
- Replies: 21
- Views: 2063
Re: Specular reflection vs diffuse reflection.
To try and get more light, here's a test with more bounces, and Diffuse shader's diffuse color with color value=1.2 (living dangerously ), not sure it is taken in account. Color values in the materials are clamped to (0, 1): https://github.com/LuxCoreRender/LuxCore/blob/92eac130fac12026470fec1c5013...
- Sat Nov 21, 2020 11:00 am
- Forum: User Support
- Topic: Luxcore 2.3 crashes Blender 2.83.8 with IODN enabled
- Replies: 6
- Views: 979
- Fri Nov 20, 2020 9:43 pm
- Forum: User Support
- Topic: Where the bump gets strange
- Replies: 29
- Views: 2865
Re: Where the bump gets strange
I forgot about that one. Added.
- Fri Nov 20, 2020 6:38 pm
- Forum: User Support
- Topic: Where the bump gets strange
- Replies: 29
- Views: 2865
Re: Where the bump gets strange
Ok, I have added the "Sampling Distance" parameter to the bump node. The tooltip description is Distance to use when picking two points on the surface for bump gradient calculation. Use smaller values if procedural bump textures with very fine details don't show a bump effect. Note: does not affect ...
- Fri Nov 20, 2020 2:45 pm
- Forum: User Support
- Topic: Where the bump gets strange
- Replies: 29
- Views: 2865
Re: Where the bump gets strange
The default sampling distance is 0.001 (1 mm), smaller value should be used if the bump (procedural) texture has smaller details (like in the case above). In my tests it seems like just using a lower default value in all cases could be a solution. But I guess the default was chosen higher for a rea...