Search found 810 matches
- Mon Nov 13, 2023 12:35 pm
- Forum: User Support
- Topic: Chair Stitching more visible in Cycles
- Replies: 5
- Views: 9003
Re: Chair Stitching more visible in Cycles
You could also set clamping a bit higher.
a take on it (@wetransfer).
Anyway, here's - Wed Nov 08, 2023 2:03 pm
- Forum: User Support
- Topic: Challenging Snell's Law: Light Deviation Anomaly in LuxCore Glass Rendering
- Replies: 2
- Views: 7125
Re: Challenging Snell's Law: Light Deviation Anomaly in LuxCore Glass Rendering
With PT engine (uniDir) you should enable "Light Tracing" under Light Path otherwise, switch engine to BiDir.
e.g. PS.
If you still find your scene non-functional, make it as IRL, physically correct;
I made new scene and used Area light and also Interior + Exterior volumes.
e.g. PS.
If you still find your scene non-functional, make it as IRL, physically correct;
I made new scene and used Area light and also Interior + Exterior volumes.
- Wed Nov 08, 2023 12:05 pm
- Forum: User Support
- Topic: Hard Shadows with Cloth shader
- Replies: 5
- Views: 7904
Re: Hard Shadows with Cloth shader
That's shading issue. Either add supporting edges to mesh/geo or apply "Auto Smooth".
- Tue Nov 07, 2023 1:59 pm
- Forum: User Support
- Topic: shiny metal text
- Replies: 1
- Views: 6758
Re: shiny metal text
Since metal surface is specular/reflective, that means its look mostly depends on lighting conditions along surface properties (roughness, anisotropy, colors, imperfections and other contamination factors). It's a play between light and shadow.
e.g.
e.g.
- Tue Oct 24, 2023 7:40 pm
- Forum: Tutorials, Tips and Tricks
- Topic: car
- Replies: 23
- Views: 21619
Re: car
yup, 3 secs denoised viewport render tends to look 'plasticky'
and black interior in your case is most likely caused by single-sided (glass (light ray refracts only once) which "Architectural" glass avoids altogether (it's just reflective)
and black interior in your case is most likely caused by single-sided (glass (light ray refracts only once) which "Architectural" glass avoids altogether (it's just reflective)
- Mon Oct 23, 2023 11:05 am
- Forum: Tutorials, Tips and Tricks
- Topic: car
- Replies: 23
- Views: 21619
Re: car
check "Architectural" on Glass and under "Advanced" (Material Output) set "Shadow Color"
- Thu Oct 12, 2023 8:05 am
- Forum: Tutorials, Tips and Tricks
- Topic: car
- Replies: 23
- Views: 21619
Re: car
Clearly, uncanny valley. Glass lensing too strong, dull lighting, shadows too weak, lack of ground and other surface imperfections, nor is there any minute details such as slight car shaking, dust, smoke... since it's an outdoor scene. It's quite a task to make car looking aesthetically pleasing and...
- Sat Oct 07, 2023 9:35 pm
- Forum: Tutorials, Tips and Tricks
- Topic: car
- Replies: 23
- Views: 21619
Re: car
Maybe this old one works... Lamborghini Gallardo LuxRender
- Mon Oct 02, 2023 11:02 am
- Forum: Works in Progress
- Topic: Graswald Assets Rendered in BlendLux
- Replies: 2
- Views: 16246
Re: Graswald Assets Rendered in BlendLux
Nice vibes
- Mon Oct 02, 2023 10:42 am
- Forum: Development
- Topic: FSR AKA FidelityFX and DLSS Super Resolution
- Replies: 10
- Views: 19421
Re: FSR AKA FidelityFX and DLSS Super Resolution
Nice, will you continue on that idea?
I'd love to see how it performs on few of your scenes (especially on 'smokey' / volumetric ones)
Since that's also the slowest and mostly 'lossy-w-denoise' part of LuxCore.
I'd love to see how it performs on few of your scenes (especially on 'smokey' / volumetric ones)
Since that's also the slowest and mostly 'lossy-w-denoise' part of LuxCore.