Search found 814 matches
- Wed Aug 24, 2022 10:29 pm
- Forum: User Support
- Topic: Volume Priorities
- Replies: 5
- Views: 5283
Re: Volume Priorities
I know, but it's not always evident to get a scene below 2mb. Especially with an HDRI, which is pretty vital to this issue. Unfortunately I seem stuck at trimming it down to about 7mb, even after I removed the HDRI. Any suggestions?
Edit: I compressed it! See attached.
:o
There are such file ...
- Tue Aug 23, 2022 8:15 pm
- Forum: User Support
- Topic: Volume Priorities
- Replies: 5
- Views: 5283
Re: Volume Priorities
Forum rules
Please upload a testscene that allows developers to reproduce the problem, and attach some images.

- Mon Aug 15, 2022 12:23 pm
- Forum: User Support
- Topic: Casting shadows from reflections
- Replies: 3
- Views: 4357
Re: Casting shadows from reflections

And about "invisible object casting shadow", uncheck "Visible to Camera"in "Properties Editor / Object Properties".
It totally slipped my mind.

- Mon Aug 15, 2022 12:17 pm
- Forum: Development
- Topic: Blue noise dithered Sobol
- Replies: 26
- Views: 74376
Re: Blue noise dithered Sobol
Continuation...
A Fast Hash For Base-4 Owen Scrambling
A Fast Hash For Base-4 Owen Scrambling
- Thu Aug 11, 2022 9:03 am
- Forum: User Support
- Topic: Casting shadows from reflections
- Replies: 3
- Views: 4357
Re: Casting shadows from reflections
From quick glance, your letters have "Null" surface & HG volume, but are flat. :?
Giving those objects thickness, makes them render "correctly" - transparent.
Then, you have Volumes inside Volume, and to render those w/o issues, they need to have priorities defined along with In- & Ex-terior ...
Giving those objects thickness, makes them render "correctly" - transparent.
Then, you have Volumes inside Volume, and to render those w/o issues, they need to have priorities defined along with In- & Ex-terior ...
- Mon Jul 25, 2022 6:45 am
- Forum: Development
- Topic: Blue noise dithered Sobol
- Replies: 26
- Views: 74376
Re: Blue noise dithered Sobol
Here's an interesting blog post, which reminded me about work done here. Worth a look, it may help some.
Owen Scrambling Based Blue-Noise Dithered Sampling @ Psychopath Renderer

Owen Scrambling Based Blue-Noise Dithered Sampling @ Psychopath Renderer
- Thu Jun 30, 2022 10:31 am
- Forum: User Support
- Topic: spot light - project image
- Replies: 3
- Views: 4031
Re: spot light - project image
File was made w/ B3D 3.3 alpha & BLuxcore 2.6.1 daily
Simply post yours...
Simply post yours...
- Tue Jun 28, 2022 7:11 am
- Forum: Development
- Topic: Physical Sky + ACES
- Replies: 8
- Views: 27535
Re: Physical Sky + ACES
Hi Dade, we have started to study Lux's code but we didn't understand what we need to do to make the physical sky work with ACES. Can you give us some tips please about how to intervene?
This is with no ACES
no ACES.JPG
with ACES
ACES.JPG
In all other situations we get close to perfect ...
- Thu Jun 23, 2022 4:36 pm
- Forum: User Support
- Topic: spot light - project image
- Replies: 3
- Views: 4031
Re: spot light - project image
Please, read and abide to rule written on top. It's there to help You.
Anyways, here's an example. PS.
To make "Gobo" light, exclude alpha and use white background.

Anyways, here's an example. PS.
To make "Gobo" light, exclude alpha and use white background.
- Sun Jun 12, 2022 11:44 pm
- Forum: User Support
- Topic: Error: "Mesh" objects has no attribute "vertex_normals"
- Replies: 4
- Views: 4479
Re: Error: "Mesh" objects has no attribute "vertex_normals"
Thanks for your answer. Yep, I'm aware of that rule but the 2mb limit doesn't always make it practical or possible.
Luckily after a few times reloading the file, the issue went away. Strange but good enough result for me!
Could simply link it, since there are lot of hosting sites like G-Drive ...