Search found 437 matches

by Fox
Sun Mar 15, 2020 4:30 am
Forum: User Support
Topic: Clouds above sphere cut off with band texture
Replies: 7
Views: 3863

Clouds above sphere cut off with band texture

I have simple cloud texture assigned to hetero volume above sphere, but the border where volume ends cuts off too hard.
How to make spherical band / gradient texture, to scale the clouds volume?
Clouds above sphere cut off with band texture.png
by Fox
Fri Mar 13, 2020 11:12 pm
Forum: General Discussion
Topic: Corona virus
Replies: 18
Views: 13272

Re: Corona virus

Local newspaper wrote story how record food delivery order was 150 kg.
When you order food to home, it comes same day, but now waiting list is many days.
One man had shopping cart full of marinated pickle :D , maybe it was for restaurant, God knows.
by Fox
Fri Mar 13, 2020 9:48 pm
Forum: General Discussion
Topic: Corona virus
Replies: 18
Views: 13272

Re: Corona virus

:D
https://www.liveleak.com/view?t=asAx_1584098059

I guess that delivery runs around 5000€ per 1000km.
by Fox
Thu Mar 12, 2020 3:11 am
Forum: Works in Progress
Topic: Atmosphere Simulation
Replies: 24
Views: 19057

Re: Atmosphere Simulation

With latest numerical precision fixes, the BiDir can render large scenes. 3h on e5 2620 v4 Atmosphere_3h_BiDirVM.jpg I used the "Glare_Layer_vol" for camera vol. And the hetero volume type with multi / max steps 80 for all. The step sizes are insane, from the direction of Sun, between Atmo...
by Fox
Mon Mar 09, 2020 2:40 pm
Forum: Works in Progress
Topic: Atmosphere Simulation
Replies: 24
Views: 19057

Re: Atmosphere Simulation

Maybe glass material with 0 0 0 reflection and shadow color 1 1 1 would be better where null material is used?
by Fox
Sun Mar 08, 2020 5:36 pm
Forum: Development
Topic: 2-Levels Env. Light Visibility Cache
Replies: 33
Views: 28479

Re: 2-Levels Env. Light Visibility Cache

B.Y.O.B. wrote: Sun Mar 08, 2020 5:10 pm Can we automatically choose good tile size and sample count based on the size of the HDRI?
The default is auto, but i have not tested the auto setting yet.
Looks like the artifacts really go away after more samples.
by Fox
Sun Mar 08, 2020 2:22 pm
Forum: Finished Work
Topic: Abstract Beast
Replies: 2
Views: 2771

Re: Abstract Beast

Very cool, i like it.
by Fox
Sun Mar 08, 2020 2:12 pm
Forum: Development
Topic: 2-Levels Env. Light Visibility Cache
Replies: 33
Views: 28479

Re: 2-Levels Env. Light Visibility Cache

First impressions are very positive, complex areas clean up way faster. Here seems to be one issue, maybe it's bad settings, or too low samples (150 spp). EnvLightVisibilityCache map size: 16384x8192 EnvLightVisibilityCache tile size: 64x32 EnvLightVisibilityCache tiles count: 256x256 EnvLightVisibi...
by Fox
Fri Mar 06, 2020 8:49 pm
Forum: Development
Topic: 2-Levels Env. Light Visibility Cache
Replies: 33
Views: 28479

Re: 2-Levels Env. Light Visibility Cache

I compiled the 2.4 branch LuxCoreUI.
It's probably work in progress, but for testing, why not.

Windows
https://drive.google.com/file/d/1iZe7LU ... sp=sharing

Linux
https://drive.google.com/file/d/1QCPC5G ... sp=sharing
by Fox
Sun Mar 01, 2020 5:06 pm
Forum: Development
Topic: 2-Levels Env. Light Visibility Cache
Replies: 33
Views: 28479

Re: 2-Levels Env. Light Visibility Cache

I had some issues building the v2.4 branch yesterday, can't wait to test this new feature.