I've sent you a PM.
the wetransfer link it's working for a week..let me know if you go over that time...I'll send you again.
Search found 456 matches
- Tue Aug 11, 2020 12:33 pm
- Forum: User Support
- Topic: Roughness value and rendering speed
- Replies: 16
- Views: 5877
- Tue Aug 11, 2020 12:32 pm
- Forum: Development
- Topic: Wireframe texture
- Replies: 35
- Views: 20737
Re: Wireframe texture
well..the vrayedgetex is the like what you're doing.
if you put that on the bump channel of the material, it works like a bevel shader.
In any case...it's up to you.
I think it should be a good link as reference for further features.
if you put that on the bump channel of the material, it works like a bevel shader.
In any case...it's up to you.
I think it should be a good link as reference for further features.
- Tue Aug 11, 2020 10:02 am
- Forum: Development
- Topic: Wireframe texture
- Replies: 35
- Views: 20737
Re: Wireframe texture
it will be a great feature. Really.!
I hope you'll find room for some features like the ones Vray offers.
https://docs.chaosgroup.com/display/VMAX/VRayEdgesTex
I hope you'll find room for some features like the ones Vray offers.
https://docs.chaosgroup.com/display/VMAX/VRayEdgesTex
- Tue Aug 11, 2020 9:51 am
- Forum: User Support
- Topic: Roughness value and rendering speed
- Replies: 16
- Views: 5877
Re: Roughness value and rendering speed
Have you tried on CPU ? Tried and it render at the same speed. P.S. this effect is also a consequence of the very simple scene, I doubt you can notice this effect on a normal scene. Actually it seems that it envolves also a "normal scene". Look at this (GPU viewport render) Roughness of t...
- Mon Aug 10, 2020 2:48 pm
- Forum: User Support
- Topic: 2.5a and pointer a material
- Replies: 6
- Views: 3131
Re: 2.5a and pointer a material
yes..it's the pointer node in Blender.
I've opened an issue on github.
I've opened an issue on github.
- Mon Aug 10, 2020 12:53 pm
- Forum: User Support
- Topic: 2.5a and pointer a material
- Replies: 6
- Views: 3131
2.5a and pointer a material
Hi,
it seems that the pointer of a material didn't work.
The mesh with the pointer is rendered black.
I've attached a simple scene where you can see the problem.
it seems that the pointer of a material didn't work.
The mesh with the pointer is rendered black.
I've attached a simple scene where you can see the problem.
- Mon Aug 10, 2020 12:49 pm
- Forum: User Support
- Topic: Roughness value and rendering speed
- Replies: 16
- Views: 5877
Roughness value and rendering speed
Hi, I've noted that, using a glossy material, the roughness values have impact on rendering speed (samples/sec). With extreme low roughness values you get slower rendering speed than medium one. For example. Roughness 0.001 https://i.imgur.com/wNNo7Qg.jpeg Roughness 0.1 https://i.imgur.com/UjQL58W.j...
- Mon Jul 06, 2020 4:25 pm
- Forum: User Support
- Topic: Full invisible area light
- Replies: 28
- Views: 13660
Re: Full invisible area light
It is already possible to make a light source invisible to specular materials, there is a dedicated flag for visibility on diffuse, glossy and/or specular materials :?: Oh..sorry. You're right. I've tried and it works. Good. And MIS is still there...at least the sampling seems the same of the "...
- Mon Jul 06, 2020 12:15 pm
- Forum: User Support
- Topic: Full invisible area light
- Replies: 28
- Views: 13660
Re: Full invisible area light
Just a question. As Dade was able (unintentionally) to make the area invisible for specular material and now it fixed making area visible ... is it undoable to "split the code" -> if Visible to spec mat = true run the last fixed code, else run the unfixed code? Am I too ignorant how the th...
- Sun Jul 05, 2020 9:30 am
- Forum: User Support
- Topic: Full invisible area light
- Replies: 28
- Views: 13660
Re: Full invisible area light
I have now fixed the behavior with specular materials too ... Noooo.... :) It was better like before..in my opinion. More useful... For example I have a scene (a simple ShopInShop , the last one I've sent many weeks ago) where I used some big area light to faking the lighting of the mall. In this s...