Search found 7 matches

by oldladyfear
Sun Nov 11, 2018 4:26 am
Forum: General Discussion
Topic: CGI tech news box
Replies: 116
Views: 31617

Re: CGI tech news box

"A Simple and Robust Mutation Strategy for the Metropolis
Light Transport Algorithm"

http://sirkan.iit.bme.hu/~szirmay/paper ... tronic.pdf

looks like it could be a simple way to increase the performance with little overhead.
by oldladyfear
Tue Oct 30, 2018 3:39 pm
Forum: News
Topic: LuxCoreRender v2.1beta1 released
Replies: 24
Views: 5168

Re: LuxCoreRender v2.1beta1 released

found a bug - when using the bidirectional engine, enabling the samplecount AOV stops the sampler from doing anything - 0k samples/second, 0 samples, however it still shows rays/sample correctly. Not sure if this is a blender plugin specific bug, or a bug with luxcore itself.
by oldladyfear
Mon May 28, 2018 10:43 am
Forum: Works in Progress
Topic: Simple scene, working on replicating my desk
Replies: 4
Views: 1063

Re: Simple scene, working on replicating my desk

I have the focal point on the center of the drawing, i'll try a small test render later with the focus on the glass instead. Thanks for the pointer. It's clear you're doing a super realistic pics there. you can also increase your specular deph to something between 16 -- 24 to get a clear glass. keep...
by oldladyfear
Mon May 28, 2018 4:42 am
Forum: Works in Progress
Topic: Simple scene, working on replicating my desk
Replies: 4
Views: 1063

Simple scene, working on replicating my desk

Decided to really try and get the hang of a photorealistic workflow, ended up with this - it's simple, but I like how it's turning out. The pencil clearly need some work though.
denoised.png
I'm thinking of eventually expanding this to have everything on my desk, then maybe try to do a full room.
by oldladyfear
Sun Apr 29, 2018 11:12 pm
Forum: Development
Topic: LuxCore v2.1 proposed features
Replies: 71
Views: 13990

Re: LuxCore v2.1 proposed features

i would love to see roughness added to architectural glass, in order to do more realistic SSS shaders - using the translucent shaders isn't very accurate, and causes much longer render times compared to using architectural glass, textured transmission & a heavy scattering volume. Currently there's a...
by oldladyfear
Mon Apr 16, 2018 10:44 am
Forum: Finished Work
Topic: Dark side of the moon
Replies: 2
Views: 1002

Re: Dark side of the moon

i know, it was overkill for the scene - the scene started out as a worst-case scenario benchmark. A re-render using single scattering only took around 4.5 hours to converge.
by oldladyfear
Mon Apr 16, 2018 1:09 am
Forum: Finished Work
Topic: Dark side of the moon
Replies: 2
Views: 1002

Dark side of the moon

Long time lux user & lurker, decided that the new release was a good time to start getting more active in the community. So here's my attempt to recreate a classic image! I'm amazed at how much faster the engine is - only took 20 hours to render to 5% convergence using an underclocked fx-8350 on bid...