Search found 413 matches

by CodeHD
Wed Apr 28, 2021 5:05 pm
Forum: Development
Topic: Cycle X (and OpenCL)
Replies: 53
Views: 3928

Re: Cycle X (and OpenCL)

One question to follow up one the LuxCore development: Would you consider this to become a "LuxCoreRender 3.x"? I have already, it is a bit useless but, I guess, we can rise the hype like everyone seem eager to do nowadays. I should clarify that I don't actually care about the name myself (sorry fo...
by CodeHD
Tue Apr 27, 2021 9:53 pm
Forum: Development
Topic: Cycle X (and OpenCL)
Replies: 53
Views: 3928

Re: Cycle X (and OpenCL)

Really interesting to see this new development - and your comments as well as future plans about it, Dade. I have only seen this now, as I have taken too little time recently to follow this board despite my continued interest in the topic. One question to follow up one the LuxCore development: Would...
by CodeHD
Tue Apr 27, 2021 7:58 pm
Forum: User Support
Topic: OpenCL Error
Replies: 14
Views: 2122

Re: OpenCL Error

In which case I would indeed advice not to quote me, but to perform tests yourself.

When I posted my reports, it was explicitly an OPENCL backend issue, but you say that you are using the CUDA backend.
Additionally, it was prior to 46x-drivers, so that seems an unlikely explanation as well.
by CodeHD
Mon Apr 26, 2021 10:24 pm
Forum: General Discussion
Topic: Depth of Field
Replies: 6
Views: 397

Re: Depth of Field

Hi, it might help a bit to judge this better if you show some exact comparison, because settings might have something to do with it. I can think of one example of this that has come up before (that you did not explicitly mention): Scene scale. With LuxCore, all yur objects have to be set up in units...
by CodeHD
Mon Apr 05, 2021 6:25 pm
Forum: User Support
Topic: Glass Object Ray Tracing Problem
Replies: 4
Views: 522

Re: Glass Object Ray Tracing Problem

What you are seeing is a classic case of "SDS" caustics (spcular-diffuse-specular), which are inherently difficult to render. With a laser light, even impossible. The homogeneous volume scattering is diffuse. Glass is specular, and both entering and exiting the cube are counted as spearate events. H...
by CodeHD
Sat Feb 13, 2021 3:26 pm
Forum: User Support
Topic: Metal Material
Replies: 27
Views: 10291

Re: Metal Material

I don't know how the n, k values work exactly or why they are colors, maybe Dade can answer that. It's as Artisus implicitly wrote: n is what is otherwise known as IOR and k the extinction coefficient. Together, they form a complex index of refraction N = n + ik. For glass, you normally only use th...
by CodeHD
Thu Jan 28, 2021 3:58 pm
Forum: Development
Topic: Wireframe texture
Replies: 35
Views: 9228

Re: Wireframe texture

Dade wrote:
Thu Jan 28, 2021 12:03 pm
Actually, Corona looks to me like it is just using a texture and is not related to the underlaying mesh at all :?:
Your're right. The edges in the render and UI screenshot looked identical at first glance (except the curvature), but they do appear to be slightly different in location.
by CodeHD
Thu Jan 28, 2021 11:11 am
Forum: Development
Topic: Wireframe texture
Replies: 35
Views: 9228

Re: Wireframe texture

Just a thought in case this does get implemented eventaully On the corona example: I notice that the rendered teapot in corona has curved wireframe lines. Since that would not be the case with triangles as large as shown in the model, an equivalent feature probably needs to take subdivision modifier...
by CodeHD
Mon Jan 04, 2021 9:45 pm
Forum: User Support
Topic: How to install STANDALONE on Mac?
Replies: 2
Views: 1027

Re: How to install STANDALONE on Mac?

I can't look into the dmg right now (for absence of mac and windows-apps that can read it), but generally I can tell you this: - LuxCore standalone is not a full 3D software like Blender. You still need to create files with mesh data, and text-files for the scene and render settings by some other me...
by CodeHD
Mon Jan 04, 2021 6:57 pm
Forum: Development
Topic: Disney BRDF material
Replies: 122
Views: 38606

Re: Disney BRDF material

Hi all, since I have been quiet for a bit I just wanted to drop a line that I'm still on it. I got to start writing the implementation before christmas, but couldn't really continue for the last few weeks. I will try to advance a bit more over the next days. Otherwise I'm now caught up in moving bec...