Search found 434 matches
- Thu Nov 12, 2020 10:03 pm
- Forum: User Support
- Topic: wrong luminance calculation
- Replies: 3
- Views: 2417
Re: wrong luminance calculation
The difference seems to come from this line of code, where BlendLuxCore converts lumen to watt: https://github.com/LuxCoreRender/BlendLuxCore/blob/33d3d254bc368e36eaf116aa727720190666d9a6/export/light.py#L741 Let's calculate the factor: 2*pi*(1 - cos(90°/2)) = 1.84030, as well as the ratio of your r...
- Mon Nov 09, 2020 10:53 pm
- Forum: User Support
- Topic: Very long wait for caches enabled
- Replies: 37
- Views: 15803
Re: Very long wait for caches enabled
It is available if the user disables "use automatic radius" in the indirect light cache settings. For clarification, I would like to add that this is different to the "Brute force radius scale", about which you wrote earlier in this thread that it has no influence on cache build...
- Thu Nov 05, 2020 9:49 pm
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 23947
Re: Sub-Surface Scattering
I'm wondering: is Bidir + Mis not able to render SDS paths at all, or is it able to do so if the light has some area or volume? (Not a distant sun or point light.) Exactly. It only works if the light source (or the camera in case of light tracing) are intersectable . The normal way in ray tracing i...
- Thu Nov 05, 2020 12:21 pm
- Forum: Development
- Topic: CPU + GPU
- Replies: 9
- Views: 4671
Re: CPU + GPU
The tooltip says "Use GPU(s) and optionally the CPU". Granted, nobody has time to read all the tooltips, and it's not obvious behind which tooltip the relevant information is all the time. The info if CPU is used for light tracing could be added to the "pretty" string like in th...
- Thu Nov 05, 2020 9:58 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 23947
Re: Sub-Surface Scattering
Bidir + Metropolis can't do SDS caustics, so at least the Caustics light cache would be an "advantage" for Path. I'm also with Sharly as in I don't even see any obvious SDS paths there. Maybe in the knife reflection onto the pumpkin-eye carving, but there is only diffuse lighting arriving ...
- Wed Nov 04, 2020 7:14 pm
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 23947
Re: Sub-Surface Scattering
For now, that would loop back to Dade's earlier tip: add some emission to emulate the behaviour. Depending on the absoprtion depth, I could imagine you wil be better off with emission on the surface material rather than the volume though... Edit: I worte this at the same time as DionXein, so just to...
- Wed Nov 04, 2020 5:16 pm
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 23947
Re: Sub-Surface Scattering
I was thinking: how come in real life certain materials have a certain light, almost glowing SSS, as if the light is perfectly scattered inside the volume without the surface or volume significantly decreasing the light strength. As BYOB mentioned, using a Glossy Translucent material darkens the SS...
- Tue Nov 03, 2020 7:31 pm
- Forum: Development
- Topic: Luxcore vs real Photo
- Replies: 32
- Views: 13354
- Tue Nov 03, 2020 6:51 pm
- Forum: Computer Graphic News
- Topic: NVIDIA DLSS in 3D rendering
- Replies: 22
- Views: 41813
Re: NVIDIA DLSS in 3D rendering
Ok thanks for the info, seems it was improved since then...zeealpal wrote: ↑Tue Nov 03, 2020 6:48 pm I'm sure only DLSS 1.0 required per-game training. DLSS 2.0 is generic in comparison:
https://www.anandtech.com/show/15648/nv ... on-vectors
- Tue Nov 03, 2020 6:46 pm
- Forum: Development
- Topic: Luxcore vs real Photo
- Replies: 32
- Views: 13354
Re: Luxcore vs real Photo
This was my point since the begining. I am sure lot of super white materials goes above 0.7 or 0.85 of albedo reflectance. Not just "super white" materials, any good white paint should be around 0.9. They are usually based on Titanium Dioxide (so is toothpaste btw.) Real super whites for ...