Search found 3441 matches

by B.Y.O.B.
Sun Feb 11, 2018 10:20 am
Forum: News
Topic: LuxCoreRender v2.0alpha4 released
Replies: 17
Views: 15291

Re: LuxCoreRender v2.0alpha4 released

Dade wrote: Sun Feb 11, 2018 10:13 am It is controlled by 2 parameters and the default values are:
Note that these parameters are not yet exposed in the Blender addon, but it's on my todo list.
by B.Y.O.B.
Sat Feb 10, 2018 1:29 pm
Forum: Works in Progress
Topic: Laser, Prism and Mirror Fun
Replies: 12
Views: 11700

Re: Laser, Prism and Mirror Fun

I think sharlybg meant the resolution (2000x2000 or so).
Still pretty hard to do.
Maybe Dade's tips from here can help? viewtopic.php?f=2&t=94#p1434
by B.Y.O.B.
Sat Feb 10, 2018 1:18 pm
Forum: News
Topic: LuxCoreRender v2.0alpha4 released
Replies: 17
Views: 15291

Re: LuxCoreRender v2.0alpha4 released

If you apply the modifiers it should export much quicker. But yes, I should look into geometry caching again sometime. Adaptive sampling is not used in viewport, that's why changing the parameter does not trigger an update. Viewport uses RT Path CPU which requires a special RT Path sampler. The view...
by B.Y.O.B.
Sat Feb 10, 2018 9:35 am
Forum: User Support
Topic: Crash with small spread angles
Replies: 23
Views: 15785

Re: Crash with small spread angles

You can add a triangulate modifier and enable "wire" and "show all edges" in object settings. (Note that the triangulation performed on export might be a bit different than the modifier does it, but it's an estimate). You can also create your circle with the "triangle fan&qu...
by B.Y.O.B.
Sat Feb 10, 2018 8:47 am
Forum: News
Topic: LuxCoreRender v2.0alpha4 released
Replies: 17
Views: 15291

Re: LuxCoreRender v2.0alpha4 released

3) It would also be awesome for early testers, if the geometry caching could be implemented, even in a simple maner. It would help a lot to test on real scenes. At the moment, I have 2min40 of export time on every render for about 30sec of rendering. With even hacky caching, it would make adjusting...
by B.Y.O.B.
Fri Feb 09, 2018 4:55 pm
Forum: User Support
Topic: first steps on luxcore
Replies: 63
Views: 39778

Re: first steps on luxcore

I think you can just assign one volume to the world, that's enough.
The world volume should be a homogeneous volume with multiscattering disabled and scattering scale around 0.1 for fog.
You can delete the cube I think.
And camera can be switched to auto-detect volume.
by B.Y.O.B.
Fri Feb 09, 2018 3:45 pm
Forum: User Support
Topic: first steps on luxcore
Replies: 63
Views: 39778

Re: first steps on luxcore

Can you explain what you are trying to do?
It looks like you have 4 Volumes in the scene. The world, cube and camera are all using a different volume each.
by B.Y.O.B.
Fri Feb 09, 2018 12:08 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 515385

Re: BlendLuxCore Development

I created a workaround for the band node animation problem: You can now press a button next to a band node item to add/remove a keyframe.
Demo: https://youtu.be/GvlbEW1P2fk
Commit (rather horrible code): https://github.com/LuxCoreRender/BlendL ... 19d0e93dde
by B.Y.O.B.
Thu Feb 08, 2018 10:17 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 515385

Re: BlendLuxCore Development

No, you still have to use a normalmap as input to the normalmap node. The normalmap texture in LuxCore just converts the colors (RGB) to an internal XYZ bump representation. I guess we could write an image preprocessor that generates a normalmap from a diffuse texture before the rendering starts (li...
by B.Y.O.B.
Thu Feb 08, 2018 9:57 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 515385

Re: BlendLuxCore Development

Added the last 3 missing textures: UV, Checkerboard 2D and Normalmap. Note that the option to create an implicit normalmap already existed for the imagemap texture (because it's convenient), but this "free" normalmap node allows to use any color input as a normalmap, like the clouds textur...