Search found 164 matches

by kintuX
Thu Jul 05, 2018 11:54 am
Forum: User Support
Topic: DLCS test
Replies: 7
Views: 301

Re: DLCS test

I think,
- the smaller the radius, the more samples there are & the more computation is needed
- dark artifacts, from my observations happen only on shadow's edges under some special (?) conditions (most distinctive with shadow catcher used).
by kintuX
Thu Jul 05, 2018 11:38 am
Forum: News
Topic: LuxCoreRender v2.1alpha2 released
Replies: 16
Views: 1490

Re: LuxCoreRender v2.1alpha2 released

Using standard (old) strategies the catcher plane stays barely visible (1), while using DLC strategy plane is fully invisible but strange splotching appears in shadow area (2). I have never tried the combo shadow catcher and DLSC, I'm going to check what is going on. After further tests i found it'...
by kintuX
Tue Jul 03, 2018 1:40 pm
Forum: General Discussion
Topic: CGI tech news box
Replies: 45
Views: 7300

Re: CGI tech news box

Spectral Gradient Sampling for Path Tracing
Victor Petitjean, Pablo Bauszat, Elmar Eisemann
Computer Graphics Forum (Proceedings of EGSR) - 2018

Image
by kintuX
Mon Jul 02, 2018 8:54 pm
Forum: News
Topic: LuxCoreRender v2.1alpha2 released
Replies: 16
Views: 1490

Re: LuxCoreRender v2.1alpha2 released

Hi, sadly, i just can't get it to work on my WS. Whatever i do, i always get the same Error: clBuildProgram Previous version (2.1alpha1) works OK. Error_clBuildProgram.jpg EDIT 1 Issue solved/bypassed! Since only a specific driver version is working with GTX 1060 (387.92 -all later versions throws a...
by kintuX
Thu May 17, 2018 10:54 pm
Forum: User Support
Topic: Metal Material
Replies: 11
Views: 591

Re: Metal Material

david57 wrote:
Thu May 17, 2018 7:59 pm
Here is one I can use.
I found one for brass:
http://www.luxrender.net/forum/viewtopi ... 4&start=10
Yeah, further on also an oxidized version.
And there is still The "Frankenstein" project with whole working nkdata.zip set available.
by kintuX
Thu May 17, 2018 7:22 pm
Forum: User Support
Topic: Metal Material
Replies: 11
Views: 591

Re: Metal Material

I did try those & none of them work out-of-the-box. Bad header and different description than expected so w/o a translator, they need to be adapted manually. And i have yet to dive deeper and discover what form is readable for LuxCoreRender.
by kintuX
Thu May 17, 2018 6:08 pm
Forum: User Support
Topic: Metal Material
Replies: 11
Views: 591

Re: Metal Material

Yup, erroneous... didn't had much time to explore different standards in use... so for now,
this solution still applies.

Note:
Either .nk or .ior, use as Sopra. ;)
by kintuX
Thu May 17, 2018 4:40 pm
Forum: User Support
Topic: Homogeneous volume absorption depth
Replies: 13
Views: 566

Re: Homogeneous volume absorption depth

Yes, looks like it's something wrong in Blender.
Volume_trans_Abs_bug.jpg
PS.
It works fine in Material Preview, but not in Render Preview nor in Final render.
by kintuX
Thu May 17, 2018 2:25 pm
Forum: User Support
Topic: Rough/frosted glass
Replies: 5
Views: 450

Re: Rough/frosted glass

Frosted_Glass_DENOISED.png Here i made Glass-Volume Homogeneous Volume with Multiscattering on & Upped the Glass Material Roughness to 0.2. Also, made ground Matte 0.76 White Value, rendered with BiDir (5000samples), denoiser used & added a bit of tonne mapping for better contrast. Glass-Volume.jpg...
by kintuX
Thu May 17, 2018 1:18 am
Forum: Works in Progress
Topic: to know... experiments with the fabric of soul
Replies: 1
Views: 454

Re: to know... experiments with the fabric of soul

should have been lux with denoiser, particle groups, blurs, vignete, CA, analog film...
but it's simply cycles with all those (except CA & vignette) - no post FX
C_0305.jpg
'the crab song'
Video: https://streamable.com/zs37u