Search found 4320 matches

by Dade
Fri May 14, 2021 6:23 pm
Forum: Finished Work
Topic: Mirror Communication (No.006 in my Caustic Series)
Replies: 1
Views: 31

Re: Mirror Communication (No.006 in my Caustic Series)

I was able to get this to work in Keyshot 10- but not in Luxcore, despite some help from the discord server. It is an SDS path so you need to use caustic cache. Caustic cache is supported in BiDir only from v2.6 but, in general, don't use BiDir (especially if you have a fast GPU), path+light tracin...
by Dade
Thu May 13, 2021 6:46 pm
Forum: General Discussion
Topic: Problems for getting the caustics in a pool
Replies: 24
Views: 217

Re: Problems for getting the caustics in a pool

jorari71 wrote:
Thu May 13, 2021 3:53 pm
This is a capture of the caustic pass...As you can see there are no caustic created:
Your HDR is likely to not have a strong enough capture of the sun light intensity. Can you try the same scene with Sun+Sky light source ?
by Dade
Thu May 13, 2021 1:05 pm
Forum: Development
Topic: Would it be possible to get Alpha on Glass Materials?
Replies: 23
Views: 446

Re: Would it be possible to get Alpha on Glass Materials?

I guess because I'm a bit new to the whole scene maybe I'm not calling things by their names but the ability to have transparency (alpha?) on a glass material believe its invaluable for people who are more focused on the kind of studio stills like product rendering and stuff, I work a lot with glas...
by Dade
Thu May 13, 2021 12:29 pm
Forum: Development
Topic: Would it be possible to get Alpha on Glass Materials?
Replies: 23
Views: 446

Re: Would it be possible to get Alpha on Glass Materials?

Yes I am using a shadow collector, but that has been talked about since the beginning. The first MCurto's post in this thread talks only about alpha channel, they are 2 different topics. I reworked how alpha channel is handled for purely transmitted eye paths and the result should match what was as...
by Dade
Thu May 13, 2021 11:08 am
Forum: General Discussion
Topic: Problems for getting the caustics in a pool
Replies: 24
Views: 217

Re: Problems for getting the caustics in a pool

It looks a bit blurred, you can use the Caustic AOV to isolate and check the caustic output alone. Keep in mind that caustics are the result of a direct, intense and sharp light source and they are typically more visible indoor. So both your day and night renderings may simple lack the conditions fo...
by Dade
Thu May 13, 2021 11:03 am
Forum: General Discussion
Topic: Is there any material or config that can make an object not affected by lighting in the scene?
Replies: 3
Views: 96

Re: Is there any material or config that can make an object not affected by lighting in the scene?

richardbao wrote:
Thu May 13, 2021 6:19 am
and for the shaderless material, will there any plan for including that?
Not for the moment but you have holdout and Object ID AOV for any kind of specific post-processing, you may need, of pixels covered by an object.
by Dade
Wed May 12, 2021 11:25 pm
Forum: General Discussion
Topic: Problems for getting the caustics in a pool
Replies: 24
Views: 217

Re: Problems for getting the caustics in a pool

You have a quite peculiar setup there: the light sources are under water. Tomorrow, I will check the scene you posted, is it the one shown in your renderings ?
by Dade
Wed May 12, 2021 2:15 pm
Forum: Development
Topic: Would it be possible to get Alpha on Glass Materials?
Replies: 23
Views: 446

Re: Would it be possible to get Alpha on Glass Materials?

Yes sure. Here it is. sphere_beauty.jpg sphere_beauty.png This doesn't make sense, you have a solid background in your rendering and the alpha channel of that rendering is, by definition, all white (with or without the 2 glass spheres, it doesn't matter). You are using something else, not the alpha...
by Dade
Wed May 12, 2021 1:56 pm
Forum: User Support
Topic: problems with BACKGROUND
Replies: 4
Views: 119

Re: problems with BACKGROUND

The interesting thing is that original file do NOT have any NaN. You original image doesn't have NaNs but have negative values: negative.jpg It is still stuff a light source can not emit. Use exrtools (i.e. exrdisplay in this case) to check .exr files; it is the reference ILM OpenEXR implementation.
by Dade
Wed May 12, 2021 1:43 pm
Forum: Development
Topic: Scene texture maps resize policy
Replies: 4
Views: 124

Re: Scene texture maps resize policy

Added some example and comparison between policies int he first post.