Ahhhh! How can I miss this one? I'll try it out ASAP. Can I ask questions about it here? It looks like not directly related to LuxCore?alpistinho wrote: ↑Mon Oct 14, 2019 4:16 am Have you seen this Normal map generator from B.Y.O.B?
https://github.com/Theverat/NormalmapGenerator
Search found 63 matches
- Mon Oct 14, 2019 7:58 am
- Forum: Development
- Topic: (Open)Subdiv and Displacement shapes
- Replies: 59
- Views: 46733
Re: (Open)Subdiv and Displacement shapes
- Mon Oct 14, 2019 7:57 am
- Forum: Development
- Topic: LuxCore v2.3 proposed features
- Replies: 83
- Views: 43863
Re: LuxCore v2.3 proposed features
That looks very nice! How does it compare to IES files?lighting_freak wrote: ↑Mon Oct 14, 2019 4:45 am This ray files describe very well the light behaviour in near field luminance as well as far field intensity. They can also be generated individually to integrate more complex lighting scenarios with little calculation effort.
- Mon Oct 14, 2019 4:02 am
- Forum: Development
- Topic: (Open)Subdiv and Displacement shapes
- Replies: 59
- Views: 46733
Re: (Open)Subdiv and Displacement shapes
That's fantastic!!! From https://3dtextures.me/2019/09/30/fabric-padded-004: I'm very much interested in this one. We have a large number of diffuse textures like this. We tried to use photoshop to manually make bump maps from the diffuse textures, but that's too slow. Later we tried to use VRay's V...
- Thu Oct 10, 2019 1:43 am
- Forum: Development
- Topic: Low discrepancy triangle light sampling
- Replies: 5
- Views: 4709
Re: Low discrepancy triangle light sampling
The improvement is obvious! Thanks!alpistinho wrote: ↑Wed Oct 09, 2019 2:10 pm Please give it a spin and keep a close eye for any issues
- Wed Oct 09, 2019 10:33 am
- Forum: Development
- Topic: Shadow rays transparency for path tracers (aka hybrid glass)
- Replies: 16
- Views: 12149
- Wed Oct 09, 2019 4:14 am
- Forum: Development
- Topic: Shadow rays transparency for path tracers (aka hybrid glass)
- Replies: 16
- Views: 12149
Re: Shadow rays transparency for path tracers (aka hybrid glass)
Just yesterday I had some werid crazy request on removing some shadows and reflections, it's a lot of work "photoshopping" it out but in cycles(also corona vray etc..) I just enable/disable some object flags or rayswitch to modify those features and I'm done... I know the community around...
- Wed Oct 02, 2019 3:38 am
- Forum: Development
- Topic: LuxCore v2.3 proposed features
- Replies: 83
- Views: 43863
Re: LuxCore v2.3 proposed features
There's Vulkan. And the "hybrid" thingie is crazy fast in RPR. No RTX needed. Like EEVEE with tracing ON :lol: seriously, no joke. They even stand ready for USD :geek:. Octane also going for it. I'm also inclined to Vulkan (partially because I'm developing real-time 3D applcations), but a...
- Wed Oct 02, 2019 3:34 am
- Forum: Development
- Topic: LuxCore v2.3 proposed features
- Replies: 83
- Views: 43863
Re: LuxCore v2.3 proposed features
How is it exposed then? OpenGL? All modern graphics API supports it: OpenGL, DX, Vulkan, Metal and even WebGL. But the really annoying things that the supported formats for Desktop and mobile are almost mutually exclusive. For example, BC7 is a great format for PC, but mobiles don't support it; AST...
- Wed Oct 02, 2019 1:35 am
- Forum: Development
- Topic: LuxCore v2.3 proposed features
- Replies: 83
- Views: 43863
- Tue Oct 01, 2019 7:10 am
- Forum: Development
- Topic: LuxCore v2.3 proposed features
- Replies: 83
- Views: 43863
Re: LuxCore v2.3 proposed features
Basically for example you could have two materials, where one would be visible for every ray type except reflection, and another one would be visible in reflections (or you would use null material in reflection and have a Vampire :D) Ok, I understand you (theoretically), but since I'm only doing re...