Search found 21 matches

by FiatLux
Tue May 08, 2018 8:32 am
Forum: User Support
Topic: Add shader
Replies: 11
Views: 8854

Re: Add shader

Are you by any chance tryin to emulate the cycles' trick to fake dispersion?
by FiatLux
Thu May 03, 2018 11:47 am
Forum: Development
Topic: LuxCoreRender v2.1/2.2 features poll
Replies: 46
Views: 52782

Re: LuxCoreRender v2.1/2.2 features poll

Unbiased Photon Gathering for Light Transport Simulation and anditional photon mapping related techniques
WooHoo! A new toy! :D
by FiatLux
Wed May 02, 2018 5:31 pm
Forum: User Support
Topic: MeshLights: Different behaviour with different n of faces even with same normal.
Replies: 11
Views: 7094

Re: MeshLights: Different behaviour with different n of faces even with same normal.

Ah, right, by default, direct light sampling is disabled if you use a mesh with more than 24 triangles. You can re-enable direct light sampling (but I'm not sure if the option is available in BlendLuxCore) or split the mesh in multiple objects to keep the total triangle count under 24. Mmm, I guess...
by FiatLux
Wed May 02, 2018 4:42 pm
Forum: User Support
Topic: MeshLights: Different behaviour with different n of faces even with same normal.
Replies: 11
Views: 7094

Re: MeshLights: Different behaviour with different n of faces even with same normal.

Dade wrote: Wed May 02, 2018 4:24 pm It is normal to have a lot more noise with 49 light sources Vs 1 however it is not in your very specific case. Can you post the scene ?
Sure:
Layers 1and2 = scene+1face plane
Layers 1and3 = scene+49faces plane
by FiatLux
Wed May 02, 2018 3:59 pm
Forum: User Support
Topic: MeshLights: Different behaviour with different n of faces even with same normal.
Replies: 11
Views: 7094

MeshLights: Different behaviour with different n of faces even with same normal.

Hi guyz. The attached image is self-explainatory but I'll explain context anyway. I've got a simple scene, with an emissive meshlight plane. In the first case (left) the emissive plane is just 1 quad face, in the second is 49 quad faces. Both planes have same material properties. Is it normal this d...
by FiatLux
Tue May 01, 2018 11:29 am
Forum: Development
Topic: LuxCore v2.1 proposed features
Replies: 71
Views: 52440

Re: LuxCore v2.1 proposed features

No, aside from architectural glass material but it has a very specific purpose. In general, you are not going to find this kind of options in Lux because they are not physically based. Sometime you can use some trick like we were discussing before but, in general, they have always been out of the s...
by FiatLux
Tue May 01, 2018 10:50 am
Forum: Development
Topic: LuxCore v2.1 proposed features
Replies: 71
Views: 52440

Re: LuxCore v2.1 proposed features

Have you tried to use a 100% transparency value for the lamp or a NULL material :?: Premise: I'm using blender, I've forgot to mention it. Made a quick test, just out of curiosity. The only blender's native lamp which is affected by reflection is Area Lamp. I haven't found a way to set opacity in A...
by FiatLux
Tue May 01, 2018 8:30 am
Forum: Development
Topic: LuxCore v2.1 proposed features
Replies: 71
Views: 52440

Re: LuxCore v2.1 proposed features

I have no idea what a "loose geometry" is :?: Loose geometry or loose parts means deatached parts of the same object. For example a table model (single object) has knee, and legs meshes not connected each other. I guess he asks for a way to random assign of different input properties to e...
by FiatLux
Mon Apr 30, 2018 8:17 am
Forum: Finished Work
Topic: Indoor Ikea Test
Replies: 2
Views: 3542

Re: Indoor Ikea Test

If you look at a similar IKEA photo you can notice that almost everything is very sharp and in focus. IKEA style is somewhat "cahotic" (not really but...) in terms of number of objects. They tend to put as many products as possible in one single shot and everyone of their products must be ...
by FiatLux
Sun Apr 29, 2018 12:07 pm
Forum: Development
Topic: LuxCore v2.1 proposed features
Replies: 71
Views: 52440

Re: LuxCore v2.1 proposed features

Along with the already mentioned things (Denoiser, Light cache and Disney Shader on top of my preferences :!: ), I would suggest some things that I personally find extremely useful in cycles' materials editor: -Backfacing (from the cycles' geometry node), it's extremely useful as a factor to assign ...