Search found 456 matches
- Fri Sep 18, 2020 10:32 am
- Forum: User Support
- Topic: Image Pipeline etc.
- Replies: 16
- Views: 7483
Re: Image Pipeline etc.
tested with the daily build but it seems not working. And, actually it seems it brokes also the tonemapping. I mean inside Blender, not tested with the standalone. simple scene. one area light, one cam, a cube and a plane (both with disney mat). the light (with power mode) and the cam is set like th...
- Thu Sep 17, 2020 8:30 pm
- Forum: User Support
- Topic: Image Pipeline etc.
- Replies: 16
- Views: 7483
Re: Image Pipeline etc.
Great. Thank you very much!!!
- Wed Sep 16, 2020 9:22 am
- Forum: User Support
- Topic: Image Pipeline etc.
- Replies: 16
- Views: 7483
Re: Image Pipeline etc.
About white balance there is something strange.
In my opinion is not working well or, at least, I can't understand how should it work.
It's very easy to reproduce, as you wrote.
In my opinion is not working well or, at least, I can't understand how should it work.
It's very easy to reproduce, as you wrote.
- Mon Aug 17, 2020 7:39 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509448
- Sun Aug 16, 2020 3:22 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509448
Re: PhotonGI cache
you're right. It's the color management. I'll try to come back to a normal setup but I'm finding problem with camera tonemapping. I've tried to use the rehinard but it's not so intuitive. The balance overburned area/general lighting is difficult to find with the camera tonemapping settings. BYOB, Is...
- Sun Aug 16, 2020 11:44 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509448
Re: PhotonGI cache
About the room you've already checked how it's done. In any case it's a normal two closed room with one window (opened) each room. About your image...well.... I'd like to have something like you've got. I've opened the scene I've sent you. To avoid possible problems with the 2.9, I've opened the sce...
- Sun Aug 16, 2020 10:16 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509448
- Sun Aug 16, 2020 9:47 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509448
Re: PhotonGI cache
With 1 nothing special, if you set to 0.0, it will disable brute force path tracing so the cache will be always used (i.e. the debug image will be all blue). Uhmm... it doesn't seem all blue. Where am I wrong? https://i.imgur.com/Bu573mC.jpg EDIT: rerendered with "normal angle as default value...
- Sat Aug 15, 2020 12:31 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509448
Re: PhotonGI cache
Yes, more "directional" are the materials (i.e. glossy, specular, etc.) a more bias introduces the cache. PGI fallback more often to normal path tracing in order to reduce the bias. Matte is the less "directional" of all materials and PGI doesn't introduce bias at all so it can ...
- Sat Aug 15, 2020 6:21 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 509448
Re: PhotonGI cache
another question:
as PGI is a simplified representation of the lighting...is it mandatory to consider also the normal map when the system decides if use PGI or Brute force?
as PGI is a simplified representation of the lighting...is it mandatory to consider also the normal map when the system decides if use PGI or Brute force?