Search found 513 matches

by kintuX
Sun Jan 12, 2020 8:21 pm
Forum: User Support
Topic: Emission Unit Artistic/Power
Replies: 6
Views: 657

Re: Emission Unit Artistic/Power

The reason why it gets brighter when using Power is that now a bug in BlendLuxCore has been fixed to make Power work the way it was always supposed to be in LuxRender. Which means that now, when using Power, the brightness is normalized, it will look as bright for any hue, and changing the value of...
by kintuX
Sun Jan 12, 2020 4:24 pm
Forum: User Support
Topic: Metal Reflection & Brighter Refraction - Bug with OCL
Replies: 2
Views: 206

Metal Reflection & Brighter Refraction - Bug with OCL

Maybe it's only on my side | W10, B281a, latest LuxCore 2.3beta (9addec117) | :? So, as mentioned in ENV cache persistance thread , ... There are differences between CPU vs OCL :? Using OCL: A. Glass produces brighter caustics (refractive) /// Notice darker shadow with CPU B. Metal is missing reflec...
by kintuX
Wed Jan 08, 2020 9:13 pm
Forum: User Support
Topic: ENV cache persistence
Replies: 22
Views: 910

Re: ENV cache persistence

Can I expect problems...? Yes, I'd still expect problems - namely flickering... Example in forums: "Env. Light Visibility Cache" Edit: Checked some more pages around (forward&backward), but can't find all the posts... (would be great, if we could search on specific topic for posts by the user) anyw...
by kintuX
Tue Jan 07, 2020 5:43 pm
Forum: User Support
Topic: pixel filter
Replies: 2
Views: 142

Re: pixel filter

From my observations, for animations it's Gaussian @ 2px.
And best to look up on topic @ Chaos Group forums.
by kintuX
Tue Jan 07, 2020 5:27 pm
Forum: Development
Topic: Triplanar mapping / stochastic texturing
Replies: 123
Views: 4693

Re: Triplanar mapping / stochastic texturing

Here... This is a WebGL implementation of Histogram-preserving Blending for Randomized Texture Tiling . This method allows you to take any input texture and produce an infinite, non-repeating texture from it. The method is fast, simple, requires minimal preprocessing and storage, and the input textu...
by kintuX
Mon Jan 06, 2020 12:32 am
Forum: Finished Work
Topic: BMW 8 - Caustic + Dispersion experiments
Replies: 11
Views: 1038

Re: BMW 8 - Caustic + Dispersion experiments

:? works as expected
LuxCore_shadowcatcher-w-background.jpg
W10, B2.81a, LuxCore latest daily

check Scene attached
by kintuX
Mon Dec 02, 2019 9:56 pm
Forum: General Discussion
Topic: CGI tech news box
Replies: 217
Views: 63291

Re: CGI tech news box

MIS Compensation: Optimizing Sampling Techniques in Multiple Importance Sampling https://cgg.mff.cuni.cz/~jaroslav/papers/2019-mis-compensation/index.html Abstract Multiple importance sampling (MIS) has become an indispensable tool in Monte Carlo rendering, widely accepted as a near-optimal solutio...
by kintuX
Mon Dec 02, 2019 9:41 pm
Forum: Development
Topic: Shadow Terminator problem
Replies: 78
Views: 6044

Re: Shadow Terminator problem

From what I saw, it produces really good and expected results. Hope one day to see it land in LuxCore. 8-)
by kintuX
Mon Dec 02, 2019 9:38 pm
Forum: News
Topic: LuxCore API used for Vectary Photon
Replies: 4
Views: 671

Re: LuxCore API used for Vectary Photon

Great!
by kintuX
Sat Nov 16, 2019 10:30 pm
Forum: User Support
Topic: Build Error FwdIt' is ambiguous
Replies: 5
Views: 348

Re: Build Error FwdIt' is ambiguous

confirming same Build FAILED. "C:\luxcorerender\WindowsCompile\Build_CMake\LuxCore\LuxRays.sln" (default target) (1) -> "C:\luxcorerender\WindowsCompile\Build_CMake\LuxCore\samples\luxcorescenedemo\luxcorescenedemo.vcxproj.metaproj" (default target) (16) -> "C:\luxcorerender\WindowsCompile\Build_CMa...