They are going to rework the particle system though anyway (blender devs)... right?
Laci's wip
Re: Laci's wip
Re: Laci's wip
I hope that they'll do soon cause I've a personal project with a lot of particles and it's a PITA everytime I press the render button.
Re: Laci's wip
I've seen on Twitter that Pablo Dobarro is improving a lot of vertex painting brushes etc in blender 2.82.
So the question is, can we use vertex painting in luxcore (for example as mask for 2 textures in the color math node etc.?
So the question is, can we use vertex painting in luxcore (for example as mask for 2 textures in the color math node etc.?
Re: Laci's wip
looks really goodl!Aaaand a silly image...
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Re: Laci's wip
Yes, great composition, simple but effective.
Mushrooms need some SSS though.
Mushrooms need some SSS though.
Re: Laci's wip
they have some, but i found it hard to control so I left it very weak. I'm still hoping for some fast sss options on upgraded disney shader for most objects that need sss. Hell, in cycles you can even make a really good loking skin with that stuff.epilectrolytics wrote: ↑Fri Jan 03, 2020 8:10 am Yes, great composition, simple but effective.
Mushrooms need some SSS though.
anyways, this was just a random render. I'll post full kitchen on final works "soon"
Re: Laci's wip
I like.
In v2.2, only one vertex color layer is possible, but in v2.3 multiple can be used.
Yes, in the add node menu, go to Texture > Vertex Color.
In v2.2, only one vertex color layer is possible, but in v2.3 multiple can be used.
Re: Laci's wip
Re: Laci's wip
While trying to get into animating with luxcore I found out few things.
1. PhotonGI isn't clamped, this means that you can use low clamping value with combination of strong lightsource to control balance between GI strength and direct lighting strength. This makes it possible to be used as a better variation of cycles's AO simplify, where stronger GI will help clear image a LOT faster and artistically you have a some sort of GI fill light in scene
2. Animating object even with Photongi isn't problem, if the object has material that doesn't use photongi (disabled in material) even a scene where the only light source is mesh with light will have good looking and stable GI with photongi - especially if the lightsource is strong and clamping is low. It will flatten a bit the overal lighting but it's nothing that wouldn't be easy to solve in post.
Does anyone else have some good tips for animation rendering with luxcore? I'm willing to sacrifice quality for speed as long as it's manageable.
1. PhotonGI isn't clamped, this means that you can use low clamping value with combination of strong lightsource to control balance between GI strength and direct lighting strength. This makes it possible to be used as a better variation of cycles's AO simplify, where stronger GI will help clear image a LOT faster and artistically you have a some sort of GI fill light in scene
2. Animating object even with Photongi isn't problem, if the object has material that doesn't use photongi (disabled in material) even a scene where the only light source is mesh with light will have good looking and stable GI with photongi - especially if the lightsource is strong and clamping is low. It will flatten a bit the overal lighting but it's nothing that wouldn't be easy to solve in post.
Does anyone else have some good tips for animation rendering with luxcore? I'm willing to sacrifice quality for speed as long as it's manageable.