Search found 1746 matches

by lacilaci
Fri Jan 17, 2020 3:12 pm
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 103
Views: 12327

Re: PhotonGI caustic cache re-factoring

Sharlybg wrote:
Fri Jan 17, 2020 1:47 pm
But currently you can have good looking juice without caustic cache or light tracing and even with rough glass. it is working in any light condition or engine mod (Bidir and Path )
those look good actually :)
by lacilaci
Fri Jan 17, 2020 10:23 am
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 103
Views: 12327

Re: PhotonGI caustic cache re-factoring

Oh god, volumes inside glass are absolutely horrible in luxcore (maybe in other renderers too) there needs to be a "convincing" looking way of handling such situations. Right we have a fix for glass (shadow color), but roughglass is dark(let's pray multiscatter ggx in future disney will fix this) an...
by lacilaci
Thu Jan 16, 2020 5:37 am
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 122
Views: 2472

Re: Triplanar mapping / stochastic texturing

B.Y.O.B. wrote:
Thu Jan 16, 2020 1:45 am
This is how it looks now.
Good? Did I forget something?

(You'll have to delete old triplanar nodes and add new ones instead because I renamed some sockets)
hm. looks ok.

btw is there a warning if someone connects triplanar to bump(regular bump), that they need to use triplanar bump?
by lacilaci
Wed Jan 15, 2020 3:57 pm
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 122
Views: 2472

Re: Triplanar mapping / stochastic texturing

sure, but also snow from bottom cause z axis will paint it both ways lol :D It is the backface, you don't see them on a terrain. Yes here and there you can get away with these tricks and example like with rocks which juangea mentioned also sounds ok. But I would be very surprised if someone used mu...
by lacilaci
Wed Jan 15, 2020 3:43 pm
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 122
Views: 2472

Re: Triplanar mapping / stochastic texturing

Oh yes there is, it simplifies mixing procedural textures in some situations, like in nature creation (rocks, tree barks...) , you can use different textures to create more variety, I would not disable that option, just simplify it for when you want to use just one texture. Yes, snow is a classic e...
by lacilaci
Wed Jan 15, 2020 12:11 pm
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 122
Views: 2472

Re: Triplanar mapping / stochastic texturing

I would actually like to know if there is a practical reason to use 3 different textures. I never needed 3 different textures to be projected with triplanar node. You need 3 rotations, and scaling etc for some cases, but different textures.. what for?
by lacilaci
Wed Jan 15, 2020 6:27 am
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 122
Views: 2472

Re: Triplanar mapping / stochastic texturing

EDIT: had some unknown issues

Anyway, it seems to work I think well on cpu but not opencl(still shows weir seam when no uv's are present)
by lacilaci
Tue Jan 14, 2020 5:34 pm
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 122
Views: 2472

Re: Triplanar mapping / stochastic texturing

So far I've been trying to keep main models with UV to avoid errors. Will test few things and how they look with deleted uvs afterwards tomorrow and report back
by lacilaci
Tue Jan 14, 2020 10:11 am
Forum: User Support
Topic: Denoiser issues
Replies: 4
Views: 168

Re: Denoiser issues

As B.Y.O.B. said. Clamping should solve the issue, It happened to me few times when rendering unclamped with strong lightsources.
by lacilaci
Mon Jan 13, 2020 1:05 pm
Forum: User Support
Topic: Access violation
Replies: 5
Views: 89

Re: Access violation

To further elaborate: PhotonGI does light tracing so there is no direct light sampling at all and DLS flag should have no direct impact at all on the PhotonGI pre-processing step. So the problem is a bit strange. there is bunch of lightsources. I don't need the emitter so I can work around it, but ...