Search found 236 matches
- Tue Jan 21, 2020 7:22 am
- Forum: User Support
- Topic: Indirect specular\glossy with alpha
- Replies: 3
- Views: 1060
No need to key, you could pull luminance key if really wanted. But aov's are supposed to be added together. Perhaps you need something else than indirect glossy
I know big work has been done with vdb support already, but was wondering if this could be object property instead of being a shader? Reason being - Currently every volume needs it's own shader, it would quickly make scene really complex material wise. Having it inside luxcore object properties woul...
So far I have been able to render Houdini sim without any hiccups. Only problem I am facing is matching the location and size of the volume to how it was in Houdini. I guess I should match the smoke domain used in Blender to the one that was used for simulating in Houdini?
- Tue Dec 24, 2019 2:09 pm
- Forum: General Discussion
- Topic: LuxCore promo clip
- Replies: 19
- Views: 6242
Happy holidays everyone! As the end of the year is close, like super close already, let's gather all the cool stuff made with LuxCore and once again try to put together a sort of community reel. I made a drive folder where you should be able to upload images of the scenes you think should be include...
some more experiments with sss. This time I tried to use color at depth node as scatter color parameter for volume. This way I can have variable volume ''density'' in the mesh
I basically copied wiki settings but result is very different
I have been trying to achieve some kind of sss feel with glossy translucent and volumes. I looked at the example in the wiki, but am unable to achieve same or even similar result. The only way I have gotten any subsurface look is by lowering the opacity of translucent materials. Does anyone have any...