Search found 2952 matches

by Dade
Fri Jan 17, 2020 4:34 pm
Forum: Development
Topic: HOWTO - compile on OSX 2020
Replies: 4
Views: 48

Re: HOWTO - compile on OSX 2020

This should go here (https://wiki.luxcorerender.org/Compiling_LuxCore) or, for consistency with other platform, in a README.txt here (https://github.com/LuxCoreRender/MacOSCompile).

Do you have an Wiki account ?
by Dade
Thu Jan 16, 2020 11:09 am
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 122
Views: 2425

Re: Triplanar mapping / stochastic texturing

It may be a good idea to clarify somewhere (description may be) that one requires UV while the other don't :idea:
by Dade
Wed Jan 15, 2020 4:47 pm
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 122
Views: 2425

Re: Triplanar mapping / stochastic texturing

First of all I'm not saying we shouldn't have the ability. But having all these inputs and nodes exposed for rare cases is overkill. So I would suggest packing it all into image node (triplanar checkbox that switches 2d mapping input into 3D mapping and you're good... if this is technically doable)...
by Dade
Wed Jan 15, 2020 4:44 pm
Forum: User Support
Topic: Something is off with translucency in OpenCL
Replies: 7
Views: 132

Re: Something is off with translucency in OpenCL

I should have fixed the problem: it was a bug in OpenCL code when mixing transparent and not transparent materials.
by Dade
Wed Jan 15, 2020 3:47 pm
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 122
Views: 2425

Re: Triplanar mapping / stochastic texturing

lacilaci wrote:
Wed Jan 15, 2020 3:43 pm
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.
by Dade
Wed Jan 15, 2020 3:42 pm
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 122
Views: 2425

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 Dade
Wed Jan 15, 2020 11:40 am
Forum: Development
Topic: Reduce the number of OpenCL kernel compilations
Replies: 26
Views: 1882

Re: Reduce the number of OpenCL kernel compilations

Enabling/disabling BCD denoiser doesn't require OpenCL compilation anymore (removed PARAM_FILM_DENOISER).
by Dade
Wed Jan 15, 2020 11:37 am
Forum: User Support
Topic: Something is off with translucency in OpenCL
Replies: 7
Views: 132

Re: Something is off with translucency in OpenCL

Have you tried to use Disney with just some transparency (or opacity, I don't remember how it is called in BlendLuxCore, it is a generic material setting available for all LuxCore materials) ? It would, by far, the fastest solution to render.
by Dade
Wed Jan 15, 2020 11:09 am
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 122
Views: 2425

Re: Triplanar mapping / stochastic texturing

Although again, here's incoherence between CPU vs OCL: - CPU triplanar_CPU.jpg - OCL triplanar_OCL.jpg Scene attached here . I have investigate the problem and, unfortunately, setting the bump height to 1 is not enough for OpenCL code, the triplanar texture must be really plugged directly into mate...
by Dade
Wed Jan 15, 2020 11:00 am
Forum: User Support
Topic: Something is off with translucency in OpenCL
Replies: 7
Views: 132

Re: Something is off with translucency in OpenCL

Mixing a solid material (like Disney) with a transparent one (like glossy translucent) can be a recipe for a lot of troubles: does it happen if you use the glossy translucent material alone ?