Search found 3441 matches

by B.Y.O.B.
Sat Aug 18, 2018 9:35 am
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 518095

Re: BlendLuxCore Development

New quality-of-life features for the viewport: pixel size and the option to disable resolution reduction during first sample.
https://youtu.be/rQl-1213gtE
by B.Y.O.B.
Fri Aug 17, 2018 6:51 pm
Forum: User Support
Topic: Weird behaviour of bump
Replies: 19
Views: 9712

Re: Weird behaviour of bump

Mayebe I should use the bump map just to simulate i.e. dust and surface scratches. It depends on the size of your scene. If you want to render the earth in space, you can use bump to simulate whole mountain ranges. But if you zoom in further, bump won't be enough at some point, you will need true d...
by B.Y.O.B.
Fri Aug 17, 2018 6:28 pm
Forum: User Support
Topic: Weird behaviour of bump
Replies: 19
Views: 9712

Re: Weird behaviour of bump

If you plug any texture apart from the normal map into the bump slot, the grayscale values are interpreted as elevation, where 1.0 (white) is 1 meter and 0.0 (black) is 0 meter (or something like that, maybe the 0 m is gray, not sure about that). If you're not sure, how should I be?:) Now, normalma...
by B.Y.O.B.
Fri Aug 17, 2018 6:09 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 518095

Re: BlendLuxCore Development

Thanks for testing with the bouncing trees.
Didn't expect you to make a tutorial out of it :)
by B.Y.O.B.
Fri Aug 17, 2018 5:39 pm
Forum: User Support
Topic: Weird behaviour of bump
Replies: 19
Views: 9712

Re: Weird behaviour of bump

Maybe I''ve set some bad parameters somewhere.. Your spheres have a diameter of 2. You have a wrinkled texture, which outputs in the 0..1 range, then you multiply it with 0.5, and then you use it as bump texture. So you expect a bump effect of 0.5. Try to think of the values in meters. This is more...
by B.Y.O.B.
Fri Aug 17, 2018 3:38 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 518095

Re: BlendLuxCore Development

I fixed a bug in the new statistics panel: https://github.com/LuxCoreRender/BlendL ... issues/204

Can someone test the new image sequence support?
Is it working correctly, is it intuitive to use?
by B.Y.O.B.
Thu Aug 16, 2018 9:16 pm
Forum: User Support
Topic: Weird behaviour of bump
Replies: 19
Views: 9712

Re: Weird behaviour of bump

On the other hand, nevermind. It should be that "terminator problem". If I get it right, luxcore has problem casting correct shadows over smoothed (Phong interpolated?) polygons at terminator. In your first post, I don't see any terminator issues at all. If you're asking me about "bu...
by B.Y.O.B.
Thu Aug 16, 2018 5:11 pm
Forum: Works in Progress
Topic: Light speed interior
Replies: 20
Views: 15866

Re: Light speed interior

Sharlybg wrote: Thu Aug 16, 2018 2:37 pm By the way is there any drawback by lowering epsilon min value?
Raising, not lowering.

If you only raise it a bit (multiply by 10, like I proposed), you will not see a noticeable difference.
However, if you use extreme values, things will start to go wrong :D
by B.Y.O.B.
Thu Aug 16, 2018 1:40 pm
Forum: Works in Progress
Topic: Light speed interior
Replies: 20
Views: 15866

Re: Light speed interior

About dark line: i use a 2D curve geometry for easy modification. do you think your tips could work on it without the need to convert curve into mesh? You could try this modifier combination, it worked in a quick test to create better triangles, but I'm not sure if it works in all cases: 2018-08-16...
by B.Y.O.B.
Thu Aug 16, 2018 12:34 pm
Forum: Works in Progress
Topic: Light speed interior
Replies: 20
Views: 15866

Re: Light speed interior

Good tips and nice result. (not that the dark line in the celling seem to be a numerical precision related issue don't get it Bidir engine) I guess that the ceiling is an Ngon where the auto-triangulation creates very long and thin triangles. You can probably get rid of this by placing some edges ma...