Search found 125 matches

by MetinSeven
Mon Jan 04, 2021 8:28 pm
Forum: Development
Topic: Disney BRDF material
Replies: 122
Views: 26576

Re: Disney BRDF material

Nice! Thanks for the update, and please keep us posted.
by MetinSeven
Thu Dec 24, 2020 1:14 pm
Forum: User Support
Topic: Micro-roughness
Replies: 2
Views: 204

Re: Micro-roughness

Thanks. I've read all posts. Concluding, it's more of a fake effect that would need an angle-dependent falloff implementation. I would welcome a falloff node though, for angle-based coloring and other effects. Looking at Octane, it should not get in the way of realistic material behaviour.
by MetinSeven
Thu Dec 24, 2020 10:08 am
Forum: User Support
Topic: Micro-roughness
Replies: 2
Views: 204

Micro-roughness

Hi,

I'm wondering: does Luxcore have this effect incorporated in its shaders?

https://vimeo.com/134103032

It looks like a feature that could improve reflection behaviour realism.
by MetinSeven
Wed Dec 09, 2020 9:32 am
Forum: Development
Topic: Disney BRDF material
Replies: 122
Views: 26576

Re: Disney BRDF material

That'd be great. SSS is one of the few things in Luxcore that are hard to get right.
by MetinSeven
Wed Dec 09, 2020 9:18 am
Forum: Development
Topic: Disney BRDF material
Replies: 122
Views: 26576

Re: Disney BRDF material

I had never used the Disney material in Luxcore, and tried it today.

I don't see a noticeable difference between an SSS value of 0 and 1, is that correct? Is a volume node maybe still necessary for SSS?

It would be great if the SSS could be similar to the Cycles Principled shader's SSS.
by MetinSeven
Tue Nov 17, 2020 8:19 pm
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 6078

Re: Sub-Surface Scattering

Haha, yes, after (de)activating all kinds of caches and rendering modes, I found out that the specular difference is simply a matter of switching between GPU and CPU, where the CPU result looks considerably better.

You can see the difference in this post.
by MetinSeven
Tue Nov 17, 2020 7:47 pm
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 6078

Re: Sub-Surface Scattering

Thanks, I thought so too.

BYOB already has my pumpkin scene, so he can check it out. If his findings are not the same, it might be caused by my hardware configuration.
by MetinSeven
Tue Nov 17, 2020 6:07 pm
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 6078

Re: Sub-Surface Scattering

Eager to find out what causes the very noticeable difference in specular highlights between Path + Sobol and Bidir + Metropolis , I did some testing... I error-trapped by switching off all kinds of Path + Sobol settings to see if the specular highlight behaviour of Bidir + Metropolis would appear, b...
by MetinSeven
Fri Nov 06, 2020 5:56 am
Forum: User Support
Topic: Sub-Surface Scattering
Replies: 57
Views: 6078

Re: Sub-Surface Scattering

Thanks for the explanation, appreciated! So when I use area lights surrounding a scene (along with a HDRI environment), Bidir + Metropolis should have no limitations, and will even calculate SDS paths? And by "intersectable", do you mean a light should have at least a little volume, or does only are...