Search found 301 matches

by CodeHD
Fri May 29, 2020 8:38 pm
Forum: User Support
Topic: reflectivity on a black material covered with a clear one
Replies: 12
Views: 374

Re: reflectivity on a black material covered with a clear one

ok, now the situation is much clearer. Yes, a real smooth black surface will also show some reflection. There is no perfect black, and if it is smooth it will be glossy/specular. I've attached a modified scene with a camera and mesh light at a shallow angle (don't try this with Sun, an inifinite lig...
by CodeHD
Fri May 29, 2020 6:18 pm
Forum: User Support
Topic: reflectivity on a black material covered with a clear one
Replies: 12
Views: 374

Re: reflectivity on a black material covered with a clear one

Same here, just had a look and not quite sure what the problem is. The scene looks fine to me. One interpretation of your question I could see is that you want - in total - only 0.1% refelction :?: As you have a glass surface at the front, you will always have the 4%-component from that. From both m...
by CodeHD
Fri May 29, 2020 5:08 pm
Forum: Finished Work
Topic: Shader ball Example scene
Replies: 8
Views: 624

Re: Shader ball Example scene

Nice progress ! btw what material are you going to use for the ball lamp to get enough light passing through the geometry ? the same ? Thanks! Yes, probably standard white PLA again. I also ordered some transparent PETG which I consider trying also, pending a test print. Based on past experience th...
by CodeHD
Fri May 29, 2020 3:38 pm
Forum: Finished Work
Topic: Shader ball Example scene
Replies: 8
Views: 624

Re: Shader ball Example scene

Almost done with the remoddeled large lamp, still have to add holes for wires. The inside is hollow to save material and optimise light output, see attached image. Hope it will go well, note the print time and material usage in the bottom right corner :lol: Couple more things in the pipeline to prin...
by CodeHD
Mon May 25, 2020 10:23 pm
Forum: Works in Progress
Topic: Random optics stuff
Replies: 5
Views: 1382

Re: Loop Textures

The following links to a short tutorial for photoshop. The principle is actually quite easy after you read and understood how to perform it. Thanks for the suggestion, it's always good to know methods to achieve certain looks. Indeed, with metal surfaces I have seen different looks, like "brushed",...
by CodeHD
Mon May 25, 2020 10:05 pm
Forum: User Support
Topic: Colour correcting HDRIs
Replies: 19
Views: 835

Re: Colour correcting HDRIs

I've been slacking off on this, but i've not given up ;) Anyways, a bit more pointing me in the right direction might be helpful. I've been looking at the displacement shape as you suggested but (in the LuxCore code) I don't see how that shows a node tree. There it seems to just load a texture map. ...
by CodeHD
Wed May 13, 2020 2:04 pm
Forum: Works in Progress
Topic: Random optics stuff
Replies: 5
Views: 1382

Re: Random optics stuff

A current WIP to redo a setup visualisation, for which I was trying to make a clean model of an optical table. The top plate with the holes will be implemented into my OptiCore plugin. The screw threads in the holes are done with band texture as bump map at the moment. The metal texture will also ne...
by CodeHD
Sun May 10, 2020 8:34 am
Forum: Finished Work
Topic: Blender short film Rivals
Replies: 6
Views: 427

Re: Blender short film Rivals

Very nice work :)
by CodeHD
Thu May 07, 2020 5:06 pm
Forum: User Support
Topic: Colour correcting HDRIs
Replies: 19
Views: 835

Re: Colour correcting HDRIs

Ok, so I've been spending a bit of time to work my way through the relevant code and implement something. I finally did it essentially as a copy of the ReverseGammaCorrection method. I'm not quite sure if I've added the additional argument to all functions, but at least it compiles and works in a si...
by CodeHD
Tue May 05, 2020 12:50 pm
Forum: User Support
Topic: [RESOLVED] Issue when installing BlendLux 2.4 daily build
Replies: 6
Views: 215

Re: Issue when installing BlendLux 2.4 daily build

Really ? all the time ? i didn't even notice it :shock: I just needed to have a look to :D It seems that it is when you download from the BlenLuxCore daily release https://github.com/LuxCoreRender/BlendLuxCore/releases/tag/latest And not following the descirption from the third post here