Search found 2472 matches

by B.Y.O.B.
Sun Nov 03, 2019 5:30 pm
Forum: User Support
Topic: Sharp corners looking smooth
Replies: 6
Views: 379

Re: Sharp corners looking smooth

We are currently ignoring it, and this is the result we get.
So I fear the answer is no, Blender skrews with the mesh data in some way and ignoring doesn't help.
by B.Y.O.B.
Sun Nov 03, 2019 3:36 pm
Forum: User Support
Topic: Sharp corners looking smooth
Replies: 6
Views: 379

Re: Sharp corners looking smooth

At the moment, you have to clear the custom split normal data to have a working mesh in Lux. In a quick test it seems to fix the problem, however I don't know what this data was needed for exactly, so you will have to consider if this model works without the custom normals. It is planned to implemen...
by B.Y.O.B.
Sun Nov 03, 2019 1:53 pm
Forum: User Support
Topic: Sharp corners looking smooth
Replies: 6
Views: 379

Re: Sharp corners looking smooth

BlendLuxCore supports Blender's auto smooth, but it does not support custom normals. I have not looked at the file yet, but maybe you are using custom normals?
Maybe Lux isn't seeing the MARK SHARPs
Mark sharp works if used with autosmooth or the edge split modifier.
by B.Y.O.B.
Sat Nov 02, 2019 9:46 pm
Forum: User Support
Topic: How to render fire
Replies: 4
Views: 479

Re: How to render fire

Egert_Kanep wrote:
Sat Nov 02, 2019 7:46 pm
I also considered making this suggestion for the fire preset we currently have
If you post a scene showing such a shader and it looks good, I can replace the current preset. It was only meant as an example anyway.
by B.Y.O.B.
Fri Nov 01, 2019 3:54 pm
Forum: General Discussion
Topic: Armorpaint and Lux
Replies: 5
Views: 570

Re: Armorpaint and Lux

From the description in the first post, it would be enough, yes.
by B.Y.O.B.
Fri Nov 01, 2019 3:40 pm
Forum: General Discussion
Topic: Armorpaint and Lux
Replies: 5
Views: 570

Re: Armorpaint and Lux

https://armorpaint.org/manual/#/?id=plugins wrote:Plugins are written in JavaScript or WebAssembly.
We currently don't have a javascript API, so for such a project the developer would either need to write javascript bindings for LuxCore, or call standalone luxcore(console/ui) from the javascript plugin (via system() or equivalent).
by B.Y.O.B.
Fri Nov 01, 2019 3:12 pm
Forum: General Discussion
Topic: Armorpaint and Lux
Replies: 5
Views: 570

Re: Armorpaint and Lux

What kind of API does Armorpaint offer? Python, C++?
by B.Y.O.B.
Fri Nov 01, 2019 11:04 am
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 94
Views: 9371

Re: PhotonGI caustic cache re-factoring

Based on lacilaci's feedback, I think we can reduce the caustic cache UI to the one below. Maybe we could even hide the "Periodic Update" checkbox if it turns out that you want to have it always enabled. I would also like to hide the "Normal Angle" property if it's possible to find a default that al...
by B.Y.O.B.
Fri Nov 01, 2019 10:47 am
Forum: User Support
Topic: How to render fire
Replies: 4
Views: 479

Re: How to render fire

Blender's "Quick Smoke" preset only creates a "Smoke" flow object. You have to select the smoke emitter and change its flow type from "Smoke" to "Fire + Smoke" to have both. in the final render neither fire nor smoke This was a bug in the addon, I fixed it. The fix is available in the latest daily b...
by B.Y.O.B.
Thu Oct 31, 2019 11:54 pm
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 94
Views: 9371

Re: PhotonGI caustic cache re-factoring

In my tests so far I only needed to change two values: the lookup radius and the minimum radius. The minimum radius is the target sharpness you are aiming for, and in my tests I have set the lookup radius just a bit higher (for example, in the scene above, lookup radius = 0.5 mm, minimum radius = 0....