Search found 63 matches

by happyboy
Mon Oct 14, 2019 7:58 am
Forum: Development
Topic: (Open)Subdiv and Displacement shapes
Replies: 59
Views: 46295

Re: (Open)Subdiv and Displacement shapes

alpistinho wrote: Mon Oct 14, 2019 4:16 am Have you seen this Normal map generator from B.Y.O.B?

https://github.com/Theverat/NormalmapGenerator
Ahhhh! How can I miss this one? I'll try it out ASAP. Can I ask questions about it here? It looks like not directly related to LuxCore?
by happyboy
Mon Oct 14, 2019 7:57 am
Forum: Development
Topic: LuxCore v2.3 proposed features
Replies: 83
Views: 43569

Re: LuxCore v2.3 proposed features

lighting_freak wrote: Mon Oct 14, 2019 4:45 am This ray files describe very well the light behaviour in near field luminance as well as far field intensity. They can also be generated individually to integrate more complex lighting scenarios with little calculation effort.
That looks very nice! How does it compare to IES files?
by happyboy
Mon Oct 14, 2019 4:02 am
Forum: Development
Topic: (Open)Subdiv and Displacement shapes
Replies: 59
Views: 46295

Re: (Open)Subdiv and Displacement shapes

That's fantastic!!! From https://3dtextures.me/2019/09/30/fabric-padded-004: I'm very much interested in this one. We have a large number of diffuse textures like this. We tried to use photoshop to manually make bump maps from the diffuse textures, but that's too slow. Later we tried to use VRay's V...
by happyboy
Thu Oct 10, 2019 1:43 am
Forum: Development
Topic: Low discrepancy triangle light sampling
Replies: 5
Views: 4668

Re: Low discrepancy triangle light sampling

alpistinho wrote: Wed Oct 09, 2019 2:10 pm Please give it a spin and keep a close eye for any issues ;)
The improvement is obvious! Thanks!
by happyboy
Wed Oct 09, 2019 10:33 am
Forum: Development
Topic: Shadow rays transparency for path tracers (aka hybrid glass)
Replies: 16
Views: 12055

Re: Shadow rays transparency for path tracers (aka hybrid glass)

Dade wrote: Wed Oct 09, 2019 7:50 am It is already happening with this feature: it is limited to Path and ignored by BiDir.
That's really nice. Thanks!
by happyboy
Wed Oct 09, 2019 4:14 am
Forum: Development
Topic: Shadow rays transparency for path tracers (aka hybrid glass)
Replies: 16
Views: 12055

Re: Shadow rays transparency for path tracers (aka hybrid glass)

Just yesterday I had some werid crazy request on removing some shadows and reflections, it's a lot of work "photoshopping" it out but in cycles(also corona vray etc..) I just enable/disable some object flags or rayswitch to modify those features and I'm done... I know the community around...
by happyboy
Wed Oct 02, 2019 3:38 am
Forum: Development
Topic: LuxCore v2.3 proposed features
Replies: 83
Views: 43569

Re: LuxCore v2.3 proposed features

There's Vulkan. And the "hybrid" thingie is crazy fast in RPR. No RTX needed. Like EEVEE with tracing ON :lol: seriously, no joke. They even stand ready for USD :geek:. Octane also going for it. I'm also inclined to Vulkan (partially because I'm developing real-time 3D applcations), but a...
by happyboy
Wed Oct 02, 2019 3:34 am
Forum: Development
Topic: LuxCore v2.3 proposed features
Replies: 83
Views: 43569

Re: LuxCore v2.3 proposed features

How is it exposed then? OpenGL? All modern graphics API supports it: OpenGL, DX, Vulkan, Metal and even WebGL. But the really annoying things that the supported formats for Desktop and mobile are almost mutually exclusive. For example, BC7 is a great format for PC, but mobiles don't support it; AST...
by happyboy
Wed Oct 02, 2019 1:35 am
Forum: Development
Topic: LuxCore v2.3 proposed features
Replies: 83
Views: 43569

Re: LuxCore v2.3 proposed features

lacilaci wrote: Tue Oct 01, 2019 7:22 am The list goes on, it's just much greater flexibility.
Wow! Then that's definitely in my wishlist as well! Thank you!
by happyboy
Tue Oct 01, 2019 7:10 am
Forum: Development
Topic: LuxCore v2.3 proposed features
Replies: 83
Views: 43569

Re: LuxCore v2.3 proposed features

Basically for example you could have two materials, where one would be visible for every ray type except reflection, and another one would be visible in reflections (or you would use null material in reflection and have a Vampire :D) Ok, I understand you (theoretically), but since I'm only doing re...