Search found 810 matches
- Mon May 27, 2019 9:00 am
- Forum: User Support
- Topic: Help to implement Bump mapping.
- Replies: 17
- Views: 11314
Re: Help to implement Bump mapping.
Had found couple of bugs, appearing only when using OCL: 1. Bump is broken with any value. 2. Volume (SSS) is more intense (brighter). Comparison - Difference: Preview: https://media.giphy.com/media/Ll2fDnXoqUkCndy0mm/giphy.gif Original images (full size): Bump&SSS_bug.zip Scene File: leeperrysm...
- Sat May 25, 2019 11:32 pm
- Forum: User Support
- Topic: Help to implement Bump mapping.
- Replies: 17
- Views: 11314
Re: Help to implement Bump mapping.
I do something like this: sss_example.png In scene settings, Color Management->View should be set to "Filmic" or else colors would be wrong. Also, there's some magic rituals I perform: 1) add world volume (clear volume with IOR 1.0) 2) in camera settings uncheck "Auto-Detect Camera V...
- Sat May 25, 2019 3:47 pm
- Forum: Development
- Topic: Env. Light Visibility Cache
- Replies: 300
- Views: 122632
Re: Env. Light Visibility Cache
Isn't SDS issue an MLT integrator issue? Seems we're forgetting, OCL dev. is more or less stagnant (@ 1.2) & on the way out! i.e No more computing on AMD chips. "Will Vulkan replace it or will LuxCore become CPU only?" Dade does the great work and finally he knows what the future of Lu...
- Sat May 25, 2019 9:20 am
- Forum: Development
- Topic: Env. Light Visibility Cache
- Replies: 300
- Views: 122632
Re: Env. Light Visibility Cache
From experience, IMHO, BiDir Spectral engines are the future of quality renderings. For fast GPU renderings applying Unity or Unreal is advised. With latest versions they had advanced to RT GI, better AA with hardly any visually noticeable difference between those and this latest biased GI LuxCore2....
- Sat May 25, 2019 8:52 am
- Forum: Development
- Topic: LuxCoreRender Project wants you!
- Replies: 91
- Views: 190567
Re: LuxCoreRender Project wants you!
I think, for a start it would be best for you to get acquainted with present situation. Make notes.
Then create specific thread on the topic for suggestions, proposals, critiques, inputs...
Then create specific thread on the topic for suggestions, proposals, critiques, inputs...
- Sat May 25, 2019 8:33 am
- Forum: User Support
- Topic: Help to implement Bump mapping.
- Replies: 17
- Views: 11314
Re: Help to implement Bump mapping.
Looks like Normal Bump Mapping is "normalized". Here's Height Value @ 1 :? Did some other values change? Am experiencing strange behavior with Homogeneous Volume (SSS)... as if it's not working, need to keep really low color values for Depth & Scale to behave as expected. Lighting: sim...
- Fri May 17, 2019 9:00 pm
- Forum: Development
- Topic: Tiled OIDN Denoising
- Replies: 78
- Views: 42710
Re: Tiled OIDN Denoising
With Windows 7 it just throws countless errors in system console...
"Warning: SetThreadGroupAffinity failed" But works, as results look fine (did same with 0.8.2)
eg:
@ Preview @ Render
"Warning: SetThreadGroupAffinity failed" But works, as results look fine (did same with 0.8.2)
eg:
@ Preview @ Render
- Sun Apr 28, 2019 4:26 pm
- Forum: Development
- Topic: Tiled OIDN Denoising
- Replies: 78
- Views: 42710
Re: Tiled OIDN Denoising
Alright, I'll be getting back to work now :) Starting by trying to understand/implement the property parseing from the config file. OK. No problem, gave it a first punch - compiled it :D ( Windows x64 LuxCore tiledOIDN binaries here ). First, "blind" test done :? (I think - everyone is we...
- Sun Apr 28, 2019 3:59 pm
- Forum: User Support
- Topic: Normal hard weird edges
- Replies: 7
- Views: 3663
Re: Normal hard weird edges
Use Normal Height value below 3 cm = 0.03.
eg. h = 3cm / without Subdivision, as you can observe artifact starts appearing
eg. h = 3cm / without Subdivision, as you can observe artifact starts appearing
- Sun Apr 21, 2019 1:12 pm
- Forum: User Support
- Topic: Large surface with texture variation
- Replies: 3
- Views: 2189
Re: Large surface with texture variation
Basic Principle:
Concrete Floor Textures used, 01 & 02 from Textures Haven
Example: