Search found 4711 matches

by Dade
Tue Nov 12, 2019 6:41 pm
Forum: User Support
Topic: Luxrender vs Cycles NOISE
Replies: 12
Views: 6218

Re: Luxrender vs Cycles NOISE

Sharlybg wrote: Tue Nov 12, 2019 4:57 pm
Dade wrote: Tue Nov 12, 2019 3:58 pm I guess you need to set the glass to architectural glass or use: viewtopic.php?f=5&t=1474
available in last builds ?
In LuxCore code yes, not sure about BlendLuxCore :?:
by Dade
Tue Nov 12, 2019 3:58 pm
Forum: User Support
Topic: Luxrender vs Cycles NOISE
Replies: 12
Views: 6218

Re: Luxrender vs Cycles NOISE

I guess you need to set the glass to architectural glass or use: viewtopic.php?f=5&t=1474
by Dade
Tue Nov 12, 2019 2:43 pm
Forum: Development
Topic: Front and back material transparency (aka light invisible object)
Replies: 22
Views: 21885

Re: Front and back material transparency (aka light invisible object)

Sharlybg wrote: Tue Nov 12, 2019 11:29 am Look like the feature is broken :

2.8 blend

broken_bckfront_opacity.blend
Your scene is working fine here, the sphere light hidden inside the cube illuminates the floor plane:

image.jpg

What is not working for you ?
by Dade
Tue Nov 12, 2019 2:27 pm
Forum: General Discussion
Topic: LuxCore questions
Replies: 7
Views: 6076

Re: LuxCore questions

Maybe stupid question but, how can we make LuxCoreRender more popular with cycles users? It is an uphill battle: Cycles is included in Blender, LuxCore is not. Every single Blender user will first learn Cycles than, if he/she is unhappy will start to look around and, may be, decide to put the effor...
by Dade
Tue Nov 12, 2019 8:48 am
Forum: General Discussion
Topic: LuxCore questions
Replies: 7
Views: 6076

Re: LuxCore questions

Is there any information how many active LuxCore users there is, or how many times LuxCore gets downloaded monthly? You can check the GitHub download statistics here: - BlendLuxCore => https://www.somsubhra.com/github-release-stats/?username=LuxCoreRender&repository=BlendLuxCore - LuxCoreRender...
by Dade
Mon Nov 11, 2019 10:03 pm
Forum: Development
Topic: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Replies: 661
Views: 428663

Re: MaxLuxCore - 3ds Max Integration for LuxCore

I can replicate the problem here, at first sight doesn't make any sense, I'm checking what is going on. Ok, I tracked what it is, you are not defining any image pipeline so the default is used: film.imagepipelines.0.0.type = TONEMAP_AUTOLINEAR film.imagepipelines.0.1.type = GAMMA_CORRECTION film.im...
by Dade
Mon Nov 11, 2019 9:30 pm
Forum: User Support
Topic: Blender 2.8 objectid color
Replies: 11
Views: 5236

Re: Blender 2.8 objectid color

Fox wrote: Mon Nov 11, 2019 9:22 pm Maybe then new 3d texture type "random constant color"
I assume you mean a random color but constant across some time of domain ... but what domain ?

In your case a "Material ID" texture would not work because you are using the same volume across all objects.
by Dade
Mon Nov 11, 2019 5:32 pm
Forum: Development
Topic: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Replies: 661
Views: 428663

Re: MaxLuxCore - 3ds Max Integration for LuxCore

TAO wrote: Mon Nov 11, 2019 4:52 pm I create a scene as simple as possible, can you just take a look at it and tell me what's not right with it.
it drives me crazy.
Light or exposure will affect by camera distance.
I can replicate the problem here, at first sight doesn't make any sense, I'm checking what is going on.
by Dade
Mon Nov 11, 2019 5:26 pm
Forum: Development
Topic: User defined and driven importance sampling
Replies: 9
Views: 4356

Re: User defined and driven importance sampling

marcatore wrote: Mon Nov 11, 2019 4:03 pm - if I define a zone where focus the rendering, is it possible to see how many samples it has reached in that zone?
There is an AOV called SAMPLE_COUNT, it shows exactly the amount of samples for each pixel (but I'm not sure how it is shown in Blender).
by Dade
Mon Nov 11, 2019 4:02 pm
Forum: User Support
Topic: GPU vs CPU: different emitted light
Replies: 5
Views: 2337

Re: GPU vs CPU: different emitted light

I should have fixed the problem: the intensity of emitted light of mix of materials was wrong.