Search found 3350 matches

by B.Y.O.B.
Tue May 04, 2021 10:33 pm
Forum: Finished Work
Topic: Luxcore Light Group Magic
Replies: 3
Views: 74

Re: Luxcore Light Group Magic

Awe-inspiring, outstanding work!
I'll embed this in the "new in v2.5" page as an example of what can be done with the new light group workflow.
by B.Y.O.B.
Tue May 04, 2021 10:28 pm
Forum: Finished Work
Topic: Beach scene
Replies: 7
Views: 427

Re: Beach scene

Nice models!
I like the plants and ground in kintuX' edit, but the sky is too saturated/contrasty there in my opinion.
by B.Y.O.B.
Mon May 03, 2021 10:13 am
Forum: User Support
Topic: Product rendering issues
Replies: 5
Views: 495

Re: Product rendering issues

Dez! wrote:
Mon May 03, 2021 9:27 am
I note that the increase in Max Epsilon badly affects the preparation of rendering when the GPU is enabled.
Each different epsilon value requires a re-compilation of the rendering kernels, maybe you mean that? (If the epsilon is no longer changed after that, the kernels will be re-used of course)
by B.Y.O.B.
Thu Apr 29, 2021 6:40 pm
Forum: Development
Topic: Faster Compiling kernels
Replies: 29
Views: 1567

Re: Faster Compiling kernels

Dade wrote:
Thu Apr 29, 2021 2:22 pm
LuxCore "v3.0" will require no compilation at runtime, not even the first time.
Awesome to hear!
by B.Y.O.B.
Thu Apr 29, 2021 10:48 am
Forum: User Support
Topic: holdout collection override
Replies: 7
Views: 269

Re: holdout collection override

Can't you just set all object material holdout to "1" if the button on the object panel is set and vice versa ? It is different from Cycles behavior but it makes sense. Cycles can have two objects with the same material, where one object has holdout enabled and the other not. I don't see how your p...
by B.Y.O.B.
Thu Apr 29, 2021 7:12 am
Forum: User Support
Topic: holdout collection override
Replies: 7
Views: 269

Re: holdout collection override

The problem is that LuxCore has the holdout toggle only in the material settings. Cycles has it both for materials and for objects. So if you have for example 5 objects with the same material, and you enable holdout on 2 of those objects, that's simple in Cycles: just enable holdout in the object se...
by B.Y.O.B.
Sat Apr 24, 2021 7:09 pm
Forum: User Support
Topic: Physical Sky for lighting + HDRI for reflections, is it possible?
Replies: 5
Views: 381

Re: Physical Sky for lighting + HDRI for reflections, is it possible?

I would also find such a feature useful, but AFAIK it's currently not possible in Lux. (Although the use case for such a split is usually the opposite: you want to use a high-res LDR for reflections and a low-res HDR for lighting, to save memory compared to one high-res HDR for everything). What I w...
by B.Y.O.B.
Thu Apr 22, 2021 3:46 pm
Forum: User Support
Topic: How to activate caustic cache in LuxCoreUI?
Replies: 4
Views: 323

Re: How to activate caustic cache in LuxCoreUI?

Looking at the code, I assume this may happen because BlendLuxCore is setting the properties as string or float (?), not as integer so it should be fixed in BlendLuxCore. This value is the output of the round() function. According to the Python documentation it returns an integer if the ndigits arg...
by B.Y.O.B.
Thu Apr 22, 2021 3:37 pm
Forum: User Support
Topic: Two clear volumes in face contact
Replies: 22
Views: 1595

Re: Two clear volumes in face contact

Can this be improved by enabling cache or maybe issue with Space Partitioning to be more particular? Or maybe if we assign floating point decimal places base on distances from origin maybe it will smooth out the blocks noise? Just guessing for now. The linked article mentions a possible solution: r...
by B.Y.O.B.
Wed Apr 21, 2021 12:55 pm
Forum: News
Topic: LuxCoreRender daily/automatic builds
Replies: 109
Views: 67149

Re: LuxCoreRender daily/automatic builds

@B.Y.O.B. I have bumped the version number in BlendLuxCore to re-enable daily builds. We were in a corner case for which I have no good solution yet: when the BlendLuxCore pipeline is triggered by a LuxCore daily build, and the latest BlendLuxCore commit is tagged for another release, no BlendLuxCo...