Yes, it is my next step for v2.3. I'm thinking to a v2.3 with a list specific "small" new features (PSR, hybrid glass, multiple UVs per vertex, Disney SIGGRAPH 2015 additions, etc.) before the big material re-work (so the material re-work will be in v2.4).
Current v2.2 could be easily called v3.0 when compared to v2.1, I'm thinking to consolidate a bit of stuff.
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Yes, it is my next step for v2.3. I'm thinking to a v2.3 with a list specific new features (PSR, hybrid glass, multiple UVs per vertex, Disney SIGGRAPH 2015 additions, etc.) before the big material re-work (so the material re-work will be in v2.4).
Good...
1.btw, why do the caustics avoid these steps/edges? Is there some angular limitation in place?
2.will there be some settings exposed to control sharpness and brightness? Right now it still seems very blurry and dark in water, nowhere close to my references
Dade wrote: ↑Tue Sep 10, 2019 11:10 am
The results aren't bad:
pool.jpg
Looks great
(The tile material is not correctly aligned. I noticed that when I align correctly in Blender with mapping nodes and export binaries/text, in LuxCoreUI the alignment may be off. No idea if this is a LuxBlend or LuxCore bug.)
Dade wrote: ↑Tue Sep 10, 2019 11:34 amI'm thinking to a v2.3 with a list specific "small" new features (PSR, hybrid glass, multiple UVs per vertex, Disney SIGGRAPH 2015 additions, etc.) before the big material re-work (so the material re-work will be in v2.4).
Dade wrote: ↑Tue Sep 10, 2019 11:10 am
The results aren't bad:
pool.jpg
Note: total samples/pixel can be quite misleading when rendering with GPU+CPU light tracing, LuxCoreUI now shows separate stats for eye and light samples too:
stats.jpg
So you can have an idea of how many light tracing passes you have really done.
Even in this your example everything underwater seem waaaay too dark... There's no way this is how it would look in reality.
lacilaci wrote: ↑Tue Sep 10, 2019 12:04 pm
ven in this your example everything underwater seem waaaay too dark... There's no way this is how it would look in reality.
It looks to me like it was rendered without a sky (only with sunlight).
lacilaci wrote: ↑Tue Sep 10, 2019 12:04 pm
ven in this your example everything underwater seem waaaay too dark... There's no way this is how it would look in reality.
It looks to me like it was rendered without a sky (only with sunlight).
even so.. Sun so strong it forms nice and crisp sds caustics but yet no bounce light on walls from it??
I probably did something wrong. I need to wait for some official build or something.
Can't get sharp caustics at all, it's always too dark for me and anything that's round under water get's no caustics at all and also I get ton of fireflies
Maybe I messed up something somewhere...
My experience is, blurring does not decreases (at least not in a humans lifetime).
So you must find the perfect value, if you set too low there will be no SDS samples, if you set too high, it will be blurred forever.