Search found 2046 matches

by B.Y.O.B.
Sun May 19, 2019 10:08 pm
Forum: User Support
Topic: ray-count information without normalisation
Replies: 3
Views: 87

Re: ray-count information without normalisation

The irradiance AOV looks very promising. I tested exporting the irradiance AOV as a HDR file in blendluxcore and it still appears that the values are bound between 0 and 1 Irradiance is not clamped or tonemapped. Check your light sources, maybe you have only one light with brightness of 1? Second -...
by B.Y.O.B.
Sun May 19, 2019 8:29 am
Forum: User Support
Topic: ray-count information without normalisation
Replies: 3
Views: 87

Re: ray-count information without normalisation

About the problem at hand: normalization is done by the Blender-LuxCore-interchange code, so if you export your scene to standalone LuxCore files and render with luxcoreui or luxcoreconsole, you will get an EXR with the raw raycount data. However, the raycount is purely a renderer statistic. A highe...
by B.Y.O.B.
Fri May 17, 2019 7:06 pm
Forum: User Support
Topic: Resolution controls in camera settings
Replies: 5
Views: 105

Re: Resolution controls in camera settings

You can also check out the "photographer" addon, it has resolution controls per camera: https://blenderartists.org/t/photograph ... us/1101721
(You could also check the code how it's done, and we can port it to BlendLuxCore)
by B.Y.O.B.
Fri May 17, 2019 1:34 pm
Forum: Development
Topic: Tiled OIDN Denoising
Replies: 64
Views: 2710

Re: Tiled OIDN Denoising

Yes, on my Linux the denoiser failed to start with errors about missing symbols in the library.
Did not test on Windows.
by B.Y.O.B.
Fri May 17, 2019 12:32 pm
Forum: Works in Progress
Topic: Interior & exterior gghouse
Replies: 21
Views: 711

Re: Interior & exterior gghouse

As long as the camera stays above the water surface, a plane is enough. I turn on "architectural" , it results more transparent but a fake water material Unidirectional pathtracing can't render light refracted on the floor below the water efficiently, because it's technically caustics. "Architectura...
by B.Y.O.B.
Fri May 17, 2019 12:20 pm
Forum: Development
Topic: Tiled OIDN Denoising
Replies: 64
Views: 2710

Re: Tiled OIDN Denoising

we should download the last build for viewport rendering...right? You can replace the denoise.exe binary, yes. Correction: You can't do this, because denoise.exe uses the same shared library (libOpenImageDenoise) as LuxCore. And if you would replace libOpenImageDenoise, this would create conflicts ...
by B.Y.O.B.
Fri May 17, 2019 11:06 am
Forum: User Support
Topic: texture nodes for world hdri
Replies: 7
Views: 116

Re: texture nodes for world hdri

lacilaci wrote:
Fri May 17, 2019 5:04 am
also maybe a mirror option as an addition to already present rotation controls...
This is already possible if you use a hemi lamp instead of the world settings.
You can set the hemi lamp scale to -1 to mirror the image on that axis.
by B.Y.O.B.
Thu May 16, 2019 7:09 pm
Forum: User Support
Topic: texture nodes for world hdri
Replies: 7
Views: 116

Re: texture nodes for world hdri

Adding HSV pre-processing and exposing the feature would be quite easy. I think it would be better to implement a node system for lights. HSV corrections is just one of many things people might apply to a light's color. Of course it's also more work. Or did you mean, add HSV to the pre-processing s...
by B.Y.O.B.
Thu May 16, 2019 7:06 pm
Forum: General Discussion
Topic: E-Cycles addon for Blender
Replies: 17
Views: 291

Re: E-Cycles addon for Blender

From what I understand, when you buy E-Cycles, you get the whole source code along with the binaries, and everything still has its respective license. As far as I know, this is not in violation of the GPL. Only problem for the developer is, it's also completely legal to redistribute E-Cycles for fre...
by B.Y.O.B.
Thu May 16, 2019 5:58 pm
Forum: Works in Progress
Topic: Different Works in Progress
Replies: 131
Views: 12657

Re: Different Works in Progress

I suspected you might be talking about the actual "bug" kind of bug :D