Search found 434 matches

by CodeHD
Fri May 17, 2019 12:49 pm
Forum: Development
Topic: Tiled OIDN Denoising
Replies: 78
Views: 43360

Re: Tiled OIDN Denoising

Correction: You can't do this, because denoise.exe uses the same shared library (libOpenImageDenoise) as LuxCore. And if you would replace libOpenImageDenoise, this would create conflicts with final render denoising in LuxCore. You will have to leave everything as it is and wait for us to update to...
by CodeHD
Fri May 17, 2019 8:05 am
Forum: General Discussion
Topic: E-Cycles addon for Blender
Replies: 17
Views: 15790

Re: E-Cycles addon for Blender

I'm a bit puzzled by this E-Cycles thing: I'm not sure to fully understand what is going on. I mean, Cycles is APL like LuxCore so the license offers a lot of freedom. However Blender is GPL and that is big NONONO for this kind of stuff, I'm a bit surprised Blender Foundation didn't used a big lega...
by CodeHD
Thu May 16, 2019 4:40 pm
Forum: User Support
Topic: Convert World Sky Texture and Sun to Cycles
Replies: 12
Views: 5147

Re: Convert World Sky Texture and Sun to Cycles

I like the Lux result a bit better pro-lux: - the stacks of plates have stronger shadows in between (not necessarily more correct, but looks nicer), and it looks a bit overexposed on the top, which I would expect from a photo in this situation. The cycles plates are very "milky", like when...
by CodeHD
Thu May 16, 2019 4:05 pm
Forum: Works in Progress
Topic: Splashing Einstein
Replies: 3
Views: 4219

Splashing Einstein

Trying to combine and play with some features... The model of Einstein's head is taken from http://threedscans.com/ . Other features include blenders fluid, the water was splashed at high velocity against the head, a large relative Sun size for the artistic effect (was mentioned recently in another ...
by CodeHD
Fri May 10, 2019 7:22 pm
Forum: Development
Topic: Tiled OIDN Denoising
Replies: 78
Views: 43360

Re: Tiled OIDN Denoising

A new OIDN release is out, one of the features is reduced memory consumption: https://github.com/OpenImageDenoise/oidn/releases/tag/v0.9.0 Very nice in addition to the tiled OIDN :) hehe great :) I always "feared" that they would have come up with the same solution as I'm working on by th...
by CodeHD
Wed May 08, 2019 6:48 am
Forum: Development
Topic: Tiled OIDN Denoising
Replies: 78
Views: 43360

Re: Tiled OIDN Denoising

The code is now on the main branch. CodeHD, can I ask you to modify the nTiles/pixelThreshold mechanic ? My idea is to have a fixed and user specified tile size instead of a variable tile size based on image dimension. This is has the advantage of requiring a fixed (and user specified) amount of ra...
by CodeHD
Sat May 04, 2019 5:11 pm
Forum: User Support
Topic: Swimming pool / Underwater / Caustics
Replies: 43
Views: 21129

Re: Swimming pool / Underwater / Caustics

The textures I used can be downloaded here: https://www.sketchuptextureclub.com/textures/architecture/tiles-interior/mosaico/pool-tiles I took 15700, 15698 and 15697. Nice, thank you for the link :) I can try to use them, they looked very good in your scene. @ CodeHD This caustics totally look like...
by CodeHD
Sat May 04, 2019 4:24 pm
Forum: User Support
Topic: Swimming pool / Underwater / Caustics
Replies: 43
Views: 21129

Re: Swimming pool / Underwater / Caustics

I still have to play around with BiDirVM, but I did play around a bit more with waves, this time using a plane with "dynamic paint" instead of fluid. I osciallted a ball (with Null material for the rendering) inside it to create waves. I also made a version with two balls to get interferen...
by CodeHD
Fri May 03, 2019 8:52 am
Forum: User Support
Topic: Swimming pool / Underwater / Caustics
Replies: 43
Views: 21129

Re: Swimming pool / Underwater / Caustics

This inspired me to play around with blenders fluid and the caustics cache and get some own expereince :) You can find an animation here: https://owncloud.gwdg.de/index.php/s/ga5sP1BOBvk5QIh Took me about 8 hours to render 240 frames. Cache build about 1 minute for each frame. Rendered to 20 Samples...
by CodeHD
Thu May 02, 2019 4:51 pm
Forum: Development
Topic: Material/Texture rework in v2.4
Replies: 38
Views: 25703

Re: Material/Texture rework in v2.3

if we are talking about properties read from file, i would add BRDF/BSDF-data from a file to get realistic (also anisotropic) matte/glossy mixtures. Although I believe that not many people will even have such data available, so it will be a corner case...