Search found 63 matches

by happyboy
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...
by happyboy
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....
by happyboy
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...
by happyboy
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...
by happyboy
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 8-)
by happyboy
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....
by happyboy
Wed Aug 21, 2019 12:06 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 500133

Re: PhotonGI cache

Dade wrote: Sun Aug 18, 2019 3:06 pm I should have fixed the problem.
It still crashes...you increased sampleStepSize, so sampleSize and sampleOffset increased in the same way?
by happyboy
Tue Aug 13, 2019 1:42 pm
Forum: Development
Topic: Vulkan
Replies: 13
Views: 18639

Re: Vulkan

Dade wrote: Sun Aug 11, 2019 10:46 am 6) CUDA is the best option, hand down but using a proprietary API ... on my dead body.
What about HIP?
https://github.com/ROCm-Developer-Tools/HIP
by happyboy
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...
by happyboy
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...