Realism attempt with Blender & LuxCore 2.4
Realism attempt with Blender & LuxCore 2.4
Settings and statistics included, any recommendations appreciated
Re: Realism attempt with Blender & LuxCore 2.4
Nice result.
Some tips:
- The fluid mesh should be scaled a bit bigger, it should reach into the glass mesh
- The glass volume should get a higher priority than the fluid voiume, so it overrides the fluids in areas with overlap, and LuxCore can calculate the correct IOR for the fluid-glass transition
- I would not use the Env. light cache in this scene. It is intended for scenes where the environment is only visible through small openings.
Some tips:
- The fluid mesh should be scaled a bit bigger, it should reach into the glass mesh
- The glass volume should get a higher priority than the fluid voiume, so it overrides the fluids in areas with overlap, and LuxCore can calculate the correct IOR for the fluid-glass transition
- I would not use the Env. light cache in this scene. It is intended for scenes where the environment is only visible through small openings.
- Theo_Gottwald
- Posts: 109
- Joined: Fri Apr 24, 2020 12:01 pm
Re: Realism attempt with Blender & LuxCore 2.4
I would not use the Env. light cache in this scene.
Because "How else should the user know?"
This simple sentence would be a good tooltip for the Env. Light Cache Button.It is intended for scenes where the environment is only visible through small openings.
Because "How else should the user know?"
Get Blender-Quickbuttons and configure over 100 Blender-Buttons individual to your needs.
Visit my YouTube-Channel: Theo's Fun Videos and watch several Blender related Videos.
Join @Dreamstime and sell your Renderings to the world.
Visit my YouTube-Channel: Theo's Fun Videos and watch several Blender related Videos.
Join @Dreamstime and sell your Renderings to the world.
Re: Realism attempt with Blender & LuxCore 2.4
Agreed, I extended the tooltip.
Re: Realism attempt with Blender & LuxCore 2.4
Thank you, very useful information about water mesh and priority.