Search found 125 matches
- 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.
- 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.
- 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.
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.
- 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.
- 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.
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.
- Wed Nov 18, 2020 9:15 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 6078
- 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.
You can see the difference in this post.
- 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.
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.
- 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...
- 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...