Search found 434 matches

by CodeHD
Mon Jan 04, 2021 6:57 pm
Forum: Development
Topic: Disney BRDF material
Replies: 122
Views: 70070

Re: Disney BRDF material

Hi all, since I have been quiet for a bit I just wanted to drop a line that I'm still on it. I got to start writing the implementation before christmas, but couldn't really continue for the last few weeks. I will try to advance a bit more over the next days. Otherwise I'm now caught up in moving bec...
by CodeHD
Wed Dec 23, 2020 12:43 pm
Forum: Development
Topic: BIDIRCPU can now use PhotonGI cache to render SDS paths
Replies: 16
Views: 19560

Re: BIDIRCPU can now use PhotonGI cache to render SDS paths

epilectrolytics wrote: Wed Dec 23, 2020 10:34 am The question is if PGI really will resolve all missing paths or only a subset like it does when used with hybrid path?
What will remain problematic is specular-only paths, which would be necessary for example in the dispersive "fire" of a diamond or a chandelier.
by CodeHD
Wed Dec 23, 2020 7:49 am
Forum: General Discussion
Topic: Wiki broken
Replies: 21
Views: 16511

Re: Wiki broken

Works for me, so not a german-only problem. And there was just another report of it on discord, so it didn't fix itself yet either.
by CodeHD
Thu Dec 17, 2020 6:11 pm
Forum: User Support
Topic: Bidir - Metropolis.
Replies: 4
Views: 2231

Re: Bidir - Metropolis.

Basically, lets assume the whole scenario is built in marble. I have estimated the marble as the attached material. There is no attachment, did you forget it? Is my starting point (setting a glossy material for it) correct? Yes and no. Marble usually has subsurface scattering so you would rather ne...
by CodeHD
Thu Dec 17, 2020 3:41 pm
Forum: User Support
Topic: Bidir - Metropolis.
Replies: 4
Views: 2231

Re: Bidir - Metropolis.

Hi, yes, in general a higher path depth is better, just your example of 800 is very excessive for almost all realistic scenarios. Let me give you some example numbers: First off, you can find an example of a situation requiring >100 describes in the follwing thread: https://forums.luxcorerender.org/...
by CodeHD
Thu Dec 03, 2020 2:25 pm
Forum: User Support
Topic: strange behaviour of homogeneous scattering volume
Replies: 17
Views: 8079

Re: strange behaviour of homogeneous scattering volume

I don't believe that we have to use anisotrophy settings. The material is a molding compound, no directional dependency is expected if you do some real parts from it. If you want to model the ~20 degrees diffusion angles, then you do. With anisotropy = 0, scattering is equal in all directions and y...
by CodeHD
Thu Dec 03, 2020 11:38 am
Forum: User Support
Topic: luxcore nishita sky texture?
Replies: 5
Views: 2492

Re: luxcore nishita sky texture?

Since this question keeps coming up (and will keep coming up), I just want to leave some more info here: Cycles seems to not use the old Nishita model directly, but an extended model based on it. I found a bit more detailed description here: https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZR...
by CodeHD
Tue Dec 01, 2020 8:16 pm
Forum: Development
Topic: LuxCore Online Library (LOL)
Replies: 103
Views: 113493

Re: LuxCore Online Library (LOL)

juangea wrote: Tue Dec 01, 2020 6:26 pm And regarding the CC-BY-SA I was assuming that it was required to share it in the same way it was received, not just the license, so great :D
There is the ND (No Derivatives) building block that specifies that.
by CodeHD
Tue Dec 01, 2020 4:01 pm
Forum: Development
Topic: LuxCore Online Library (LOL)
Replies: 103
Views: 113493

Re: LuxCore Online Library (LOL)

You can definitely share the work in general. It means "share alike", so it is meant to ensure that new content is published under the same or at least compatible terms. So if you just share e.g. a .blend-file with only LOL models and your own work, you share it under CC-BY-SA as well. You...
by CodeHD
Mon Nov 30, 2020 4:48 pm
Forum: Development
Topic: Disney BRDF material
Replies: 122
Views: 70070

Re: Disney BRDF material

Hi, just wanted to write down some thoughts on this that I have collected. Let me know what you think. 1) The topic of subsurface scattering could use a bit of consideration. There has been some talk about this again yesterday on Discord. It seems that it is important for artists to have SSS somehow...