Search found 49 matches

by neo2068
Mon Aug 26, 2019 6:46 pm
Forum: User Support
Topic: Material Null generates Visible Edges and Intersections
Replies: 10
Views: 576

Re: Material Null generates Visible Edges and Intersections

I don't know how Blender works but are you using an array of cubes instead of a single big cube :?: Yeas, there are several cubes. Edges show up although cubes do not overlap. Edges also show up, as kintuX showed, with single cubes. There is also a another issue, first thought to be inner total ref...
by neo2068
Fri Aug 23, 2019 2:17 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 655
Views: 82240

Re: BlendLuxCore Development

One question. Do blendluxcore support renderlayer ? Yes it supports render layers. In blender 2.8 there is no differentiation between view layers and render layers. First you have to add a new view layer on the top right menu. Then you can assign collections to that layer and the third step is to d...
by neo2068
Thu Aug 01, 2019 9:53 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 655
Views: 82240

Re: BlendLuxCore Development

Here is a video of the BlendLuxCore material preview in the new Blender 2.8. The addon is still WIP but B.Y.O.B. and I are working hard to get it ready soon. The first minute shows how the preview looks like for cycles and then it shows the LuxCore preview. https://www.youtube.com/watch?v=-hzIuX8hfE...
by neo2068
Sun Jul 14, 2019 6:47 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 655
Views: 82240

Re: BlendLuxCore Development

B.Y.O.B. wrote:
Sat Jul 13, 2019 6:11 pm
Since a few days I'm working on a "cycles node reader" that translates Cycles nodes to LuxCore materials at export time.
No actual visible node trees are modified, and you can enable/disable the usage of the Cycles nodes for each material at any time.
Very cool. Nice feature.
by neo2068
Thu Jul 11, 2019 7:15 pm
Forum: Works in Progress
Topic: playing with caustics
Replies: 89
Views: 11874

Re: playing with caustics

Dade wrote:
Thu Jul 11, 2019 6:33 pm
[...]
It was probably adapteted to old SLG by Neo, not sure. It is a quite famous scene, I don't remeber who was the original author :?:
I think it was already there when I started convertion of some demo scenes. It is so long ago... :lol:
by neo2068
Sun Jul 08, 2018 6:14 pm
Forum: User Support
Topic: No result while rendering without ambient
Replies: 10
Views: 2070

Re: No result while rendering without ambient

There has been a bug in LuxCore which lead to wrong results with power based sampling (https://github.com/LuxCoreRender/LuxCor ... 872540ba5b). When I try the test scene with latest build, it renders correctly.
by neo2068
Tue Jul 03, 2018 6:26 pm
Forum: Finished Work
Topic: Lux Crystals
Replies: 4
Views: 1789

Re: Lux Crystals

Great images! :D
by neo2068
Mon Jul 02, 2018 7:14 pm
Forum: User Support
Topic: Bidirectional strange with glossy material
Replies: 20
Views: 3024

Re: Bidirectional strange with glossy material

IIRC, the glossy material isn't the same for the frontface and the backface, i.e. the backface is matte and the frontface is glossy. So the reflection on the left interface (air->glass) and the reflection on the right interface (glass->air) aren't the same. Why do you use a mix material for you poly...
by neo2068
Fri Jun 29, 2018 7:51 pm
Forum: General Discussion
Topic: CGI tech news box
Replies: 170
Views: 39878

Re: CGI tech news box

High-Performance Procedural Noise using an Histogram-Preserving Blending Operator: https://eheitzresearch.wordpress.com/722-2/ (this could be extremely useful for GPUs) Woah this is even better than I hoped for when I saw the "Noise" in the title! Auto-tiling of image maps - very cool. And the trip...
by neo2068
Sun Jun 24, 2018 6:43 pm
Forum: User Support
Topic: Orthographic camera does not match 3D view
Replies: 5
Views: 1444

Re: Orthographic camera does not match 3D view

I am working on the issue. The first issue when unit scale isn't 1 should be fixed. There is a remaining issue with changing unit scale during view port rendering.