Search found 2538 matches

by B.Y.O.B.
Thu Jan 16, 2020 4:42 pm
Forum: User Support
Topic: Colormath screen operation
Replies: 2
Views: 64

Re: Colormath screen operation

For the time being, you can build it out of basic nodes.
The operation can be found here: https://photoblogstop.com/photoshop/pho ... -explained
result = 1−(1−A)×(1−B)

Node setup, upper left Cycles, bottom Lux:
by B.Y.O.B.
Thu Jan 16, 2020 11:52 am
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 122
Views: 2428

Re: Triplanar mapping / stochastic texturing

Dade wrote:
Thu Jan 16, 2020 11:09 am
It may be a good idea to clarify somewhere (description may be) that one requires UV while the other don't :idea:
I'm now showing the same warning on the bump node as on other nodes which require UVs:
by B.Y.O.B.
Thu Jan 16, 2020 11:46 am
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 122
Views: 2428

Re: Triplanar mapping / stochastic texturing

juangea wrote:
Thu Jan 16, 2020 11:22 am
What requires UVs?
Bump mapping, when the triplanar bump node is not used.
by B.Y.O.B.
Thu Jan 16, 2020 10:20 am
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 122
Views: 2428

Re: Triplanar mapping / stochastic texturing

btw is there a warning if someone connects triplanar to bump(regular bump), that they need to use triplanar bump? There is now: Captured.PNG Note, this only covers this exact case, the warning is not shown if there are some other nodes between the bump inputs and the triplanar texture. But if I che...
by B.Y.O.B.
Thu Jan 16, 2020 1:45 am
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 122
Views: 2428

Re: Triplanar mapping / stochastic texturing

This is how it looks now.
Good? Did I forget something?

(You'll have to delete old triplanar nodes and add new ones instead because I renamed some sockets)
by B.Y.O.B.
Tue Jan 14, 2020 5:56 pm
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 122
Views: 2428

Re: Triplanar mapping / stochastic texturing

kintuX wrote:
Tue Jan 14, 2020 4:56 pm
Edit
Ah, the Bump seems to have no effect where textures blend.
Your node setup looks wrong, follow the one Dade posted above in this post: viewtopic.php?f=5&t=1638&start=90#p19295
by B.Y.O.B.
Tue Jan 14, 2020 12:58 pm
Forum: User Support
Topic: Separate environment maps for reflections and lighting
Replies: 6
Views: 136

Re: Separate environment maps for reflections and lighting

You will need the latest build from https://github.com/LuxCoreRender/BlendL ... tag/latest
Then add a new material to a sphere and change the shadow color from the default black to white in the material output node.
by B.Y.O.B.
Tue Jan 14, 2020 9:48 am
Forum: User Support
Topic: Denoiser issues
Replies: 4
Views: 162

Re: Denoiser issues

It looks to me like OIDN might extrapolate some bright fireflies into those artifacts. Clamping could help to counter this, or you could try to find which material/light source causes the fireflies and disable this influence, e.g. by turning off visibility in indirect specular rays.
by B.Y.O.B.
Mon Jan 13, 2020 11:58 am
Forum: User Support
Topic: Access violation
Replies: 5
Views: 85

Re: Access violation

I can not reproduce this on Windows 10 with neither Path CPU nor Path OCL engines.

Can you provide a testscene?
by B.Y.O.B.
Mon Jan 13, 2020 10:29 am
Forum: User Support
Topic: HDRI Manipulation (scaling)
Replies: 6
Views: 168

Re: HDRI Manipulation (scaling)

There is a message that says "For free transformation use a hemi lamp" but, if I'm not wrong, they removed it in the latest releases. This was moved to the sun light, this description should be updated. What you ask for is not really possible: The HDRI is mapped to fit on a sphere surrounding the s...