Search found 4575 matches

by Dade
Thu Sep 09, 2021 1:54 pm
Forum: General Discussion
Topic: odd lighting artifact
Replies: 5
Views: 178

Re: odd lighting artifact

It looks like the wall object has another copy of the floor:

floor.jpg
by Dade
Thu Sep 09, 2021 10:43 am
Forum: General Discussion
Topic: odd lighting artifact
Replies: 5
Views: 178

Re: odd lighting artifact

sascha dean ellis wrote:
Thu Sep 09, 2021 10:31 am
Does anyone have an idea what could be causing this issue and possibly know how to fix it?
It is like to be a problem related to the mesh: something like overlapping triangles, or tiny very long triangles, etc.

Can you post the floor mesh ?
by Dade
Thu Sep 09, 2021 10:40 am
Forum: User Support
Topic: two glass issues
Replies: 15
Views: 474

Re: two glass issues

It is a numerical precision problem (see https://forums.luxcorerender.org/viewtopic.php?f=4&t=3829&p=31635#p31627). You are rendering something 300m away from the origin with a thickness of few mm. This is the distance between two consecutive hits in a path (first number is the path depth, second is...
by Dade
Wed Sep 08, 2021 12:04 pm
Forum: User Support
Topic: caustics cache not working on glossy translucent/matte translucent materials
Replies: 1
Views: 115

Re: caustics cache not working on glossy translucent/matte translucent materials

At the moment, PGI doesn't deposit photons on: https://github.com/LuxCoreRender/LuxCore/blob/35b3658a0b6c2a3f0ab8e223d0d1754cdf14fe2d/src/slg/engines/caches/photongi/photongicache.cpp#L68 Translated, photons are not stored on surfaces that: - transmit; - or specular; - or glossy and under the glossi...
by Dade
Tue Sep 07, 2021 11:19 am
Forum: User Support
Topic: Flickering while rendering from different perspectives
Replies: 1
Views: 113

Re: Flickering while rendering from different perspectives

It is a bit hard to say but the scale of your scene is extremely small and I assume you are hitting some precision problem. Check this post for some more information: https://forums.luxcorerender.org/viewtopic.php?f=4&t=3829&p=31635#p31627 To start, I would try to scale up the scene of more than 10 ...
by Dade
Tue Sep 07, 2021 11:08 am
Forum: User Support
Topic: Dark edges on metal
Replies: 3
Views: 166

Re: Dark edges in metal

Yes, maybe this is problem with normals. But i don't understand why multiscatter ggx solves this problem. https://drive.google.com/file/d/1MFND83CyX_gIybHSvVKkak8HV-ZfhYIk/view?usp=sharing The problem is in how your NURBS are exported to Lux. This is a part of the mesh exported: nurbs.jpg As you ca...
by Dade
Tue Sep 07, 2021 10:57 am
Forum: User Support
Topic: Animated OpenVDB Volumes
Replies: 4
Views: 308

Re: Animated OpenVDB Volumes

This file also doesn't seem to show, I exported it from Houdini. It works in Cycles & Renderman. https://www.deepfxworld.com/public_downloads/bunny_openvdb.zip I need a complete scene (.cfg, .scn, etc.), the VDB file alone doesn't tell me very much. Anyway, the source of your problem is in how the ...
by Dade
Mon Sep 06, 2021 11:33 pm
Forum: User Support
Topic: PhotonGI cash problem
Replies: 20
Views: 749

Re: PhotonGI cash problem

PetrT wrote:
Mon Sep 06, 2021 10:08 pm
Sorry,It was not the aim of my post.
I guess just another interesting case
I'm not sure to understand the statement but I have the feeling you have to run the rendering without clamping to get a valid suggested value.
by Dade
Mon Sep 06, 2021 12:50 pm
Forum: User Support
Topic: PhotonGI cash problem
Replies: 20
Views: 749

Re: PhotonGI cash problem

Fu*k, this scene was driving me crazy, I was getting out all kind non sense results. Your problem is just caused by an extremely low clamping value. If you disable variance clamping (or raise the value by a significative amount). The rendering will be fine. You were "clamping" a tons of light, this ...
by Dade
Sun Sep 05, 2021 11:56 am
Forum: User Support
Topic: two glass issues
Replies: 15
Views: 474

Re: two glass issues

It is not a closed surface: it is not a valid volume.