Search found 63 matches
- Tue Oct 01, 2019 6:18 am
- Forum: Development
- Topic: LuxCore v2.3 proposed features
- Replies: 83
- Views: 43589
Re: LuxCore v2.3 proposed features
Support for blender custom normals Micropolygon displacement raytraced bevel shader raytraced ambient oclusion/dirt texture (with support for mapping distance) fixed and faster env. visibility cache or portals as alternative solution light linking https://github.com/LuxCoreRender/LuxCore/issues/147...
- Tue Oct 01, 2019 6:10 am
- Forum: Development
- Topic: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
- Replies: 661
- Views: 425990
Re: MaxLuxCore - 3ds Max Integration for LuxCore
No luck with Nvidia driver 430, I don't think is about driver anymore, all other applications, renderers, and even LuxMark work perfectly fine with the current driver. Also, other OpenCL devices work too. Maybe it's a bug inside GetOpenCLDeviceDescs() function or maybe something else, I'm not sure....
- Tue Sep 03, 2019 6:15 am
- Forum: Development
- Topic: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
- Replies: 661
- Views: 425990
Re: MaxLuxCore - 3ds Max Integration for LuxCore
And Of course here some MaxLuxRenderer update and screenshots. It almost ready to use, most part of code is replaced and many bugs are fixed. Hope you enjoy it. Also, I'll try to push the source code on GitHub as soon as I can. Hi! Thank you for the great plugin! I'm planning to ask some of our des...
- Thu Aug 29, 2019 1:45 am
- Forum: Computer Graphic News
- Topic: CGI tech news box
- Replies: 242
- Views: 223919
Re: CGI tech news box
Yes (and, for instance, for indirect light, PhotonGI is a lot faster than any path guiding can ever be). hmmm... I also found that lately. So what is the reason you think it's the best thing in SIGGRAPH 2019? Because PhotonGI is biased and you thnk it's good to have path guiding in LuxCore if someo...
- Thu Aug 22, 2019 9:36 am
- Forum: Development
- Topic: Reworked Direct Light Sampling Cache (aka DLSC)
- Replies: 15
- Views: 8183
Re: Reworked Direct Light Sampling Cache (aka DLSC)
Wow! Waiting for the new build to test
- Thu Aug 22, 2019 6:11 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 500133
Re: PhotonGI cache
So if it still crash it should be something different, just re-run the new code under a debugger and post where the crash is. My bad! for some reason the old version sits in the PATH before the new version so I was testing the old version ... Now it doesn't crash anymore. Tried to render 10+ times....
- Wed Aug 21, 2019 12:06 pm
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 500133
- Tue Aug 13, 2019 1:42 pm
- Forum: Development
- Topic: Vulkan
- Replies: 13
- Views: 18639
Re: Vulkan
- Tue Aug 13, 2019 1:38 pm
- Forum: Computer Graphic News
- Topic: CGI tech news box
- Replies: 242
- Views: 223919
Re: CGI tech news box
We had these discussions in appleseed and our implementation (a running GSoC project) does not reuse Mitsuba code but is a unique implementation of the algorithms from the research papers. Haha, actually I wanted to ask you about this on appleseed forum but I was just too lazy to register... Thanks...
- Tue Aug 13, 2019 2:02 am
- Forum: Computer Graphic News
- Topic: CGI tech news box
- Replies: 242
- Views: 223919
Re: CGI tech news box
This is, hand down, the best stuff out of SIGGRAPH 2019: "Path Guiding in Production" (https://jo.dreggn.org/path-tracing-in-production/2019/index.html) I'm feeling the same. Last year I came across this course in siggraph 2018: https://cgg.mff.cuni.cz/~jaroslav/papers/2018-mlrendering/sl...