david57 wrote: Sat Feb 03, 2018 8:03 pmLooks good.
thanks. I also hope the final output will be better than that
New test for the BIDIR engine in alpha 2( i think it is the same in alpha 3).
___first of all big 5 ***** to you DADE for the work on the glass 2 shader. it is unbelievable the way glass get fast clean now.would never believe that glass shader could be cleaner after few minute than diffuse or glossy.good job.
Sharlybg wrote: Sat Feb 03, 2018 9:26 pm
Strange thing the ceilling and the wall share the same shader but ceilling look like hyper white diffuse will check.
The ceiling looks quite strange, are you sure it uses the same wall material definition ? If it does, can you upload the light+walls+ceil scene so I can check what is going on ?
Support LuxCoreRender project with salts and bounties
Sharlybg wrote: Sat Feb 03, 2018 9:26 pm
Strange thing the ceilling and the wall share the same shader but ceilling look like hyper white diffuse will check.
Are you using a glossy shader for the walls?
Maybe the normal of the ceiling is wrong (pointing away from the camera).
Glossy materials are rendered as matte on the backface (I don't really understand the reason for this and it has bitten me a few times in the past).
B.Y.O.B. wrote: Sun Feb 04, 2018 1:26 pm
Glossy materials are rendered as matte on the backface (I don't really understand the reason for this and it has bitten me a few times in the past).
True, it is something I have always found a bit strange.
Support LuxCoreRender project with salts and bounties