Search found 4711 matches

by Dade
Fri Nov 22, 2019 6:53 pm
Forum: User Support
Topic: How to get rid of "tiles" on BiDir images?
Replies: 4
Views: 2491

Re: How to get rid of "tiles" on BiDir images?

I have never seen such thing, can you post a test scene ?
by Dade
Fri Nov 22, 2019 4:10 pm
Forum: Finished Work
Topic: Obeżyna aka pigslove
Replies: 3
Views: 3165

Re: Obeżyna aka pigslove

sarmath wrote: Fri Nov 22, 2019 3:57 pm Looks great. Nice charcters :!:
I agree, it looks great.

LuxCore bakes hairs/strands with real triangles, they usually looks good but are often quite heavy to render. Any particular reason to use BiDir over plain path tracing ? GPU ram usage ?
by Dade
Fri Nov 22, 2019 3:42 pm
Forum: Development
Topic: Vulkan
Replies: 13
Views: 18917

Re: Vulkan

SYCL (aka Intel oneAPI, aka OpenCL) is not a bad solution but I have decided to not move a finger until when it is clear how Intel/AMD will expose their hardware ray tracing support. SYCL will work just everywhere OpenCL does because it simply written over OpenCL. Anyhow, Vulkan outperforms other so...
by Dade
Fri Nov 22, 2019 11:01 am
Forum: User Support
Topic: Huge differences!! between Path+Sobol AND BiDir+Metropolis
Replies: 3
Views: 2791

Re: Huge differences!! between Path+Sobol AND BiDir+Metropolis

The difference you are observing is due to the use of Direct Light sampling cache (and the low resolution of the settings you are using). DLS cache is intended to be used in scene with hundreds of light sources and it is not your case so just disable the cache. You are also using Env. Light sampling...
by Dade
Fri Nov 22, 2019 10:35 am
Forum: User Support
Topic: Light intensity
Replies: 29
Views: 16103

Re: Light intensity

Mmmm, I'm checking the code: https://github.com/LuxCoreRender/LuxCore/blob/77be8e610df2fdb9ddb3cc4b764b039bf2a3e740/src/slg/imagemap/imagemapcache.cpp#L83 You should get an error in the case you described because: 1) The image cache checks if the image has been defined. The warp mode is part of the...
by Dade
Fri Nov 22, 2019 9:44 am
Forum: News
Topic: Mathematica & LuxCoreRender
Replies: 3
Views: 6270

Re: Mathematica & LuxCoreRender

I'm the author of that post on Wolfram Community. You people did quite a fantastic work on LuxCoreRender! Although not really a professional programmer, I am trying to write a plugin of Mathematica for LuxCore. If I do finished my project (I'll need to learn C++ from scratch first :D ) I'll definit...
by Dade
Thu Nov 21, 2019 9:57 pm
Forum: User Support
Topic: Luxrender and ProRender conflict
Replies: 3
Views: 2055

Re: Luxrender and ProRender conflict

I have noticed there is conflict in Blender 2.80 between ProRender and Luxrender. I cant install both, it is one or another. If I have Prorender installed and I want to install Luxrender 2.2 (install was ok) and enable it, there is python error. You have to post a screenshot of the python error oth...
by Dade
Thu Nov 21, 2019 4:02 pm
Forum: User Support
Topic: Luxrender vs Cycles NOISE
Replies: 12
Views: 6358

Re: Luxrender vs Cycles NOISE

Sharly, i understood all but this: 4__ always use thicked walls. will save you a lot headache. Not sure about thicked walls meaning. Are u referring to faces with solidify modifier? to add thickness? Or simply to have joined faces? Do not use a flat rectangle to model a wall but use a box (so the w...
by Dade
Thu Nov 21, 2019 11:38 am
Forum: User Support
Topic: Light intensity
Replies: 29
Views: 16103

Re: Light intensity

valenn wrote: Thu Nov 21, 2019 11:19 am If correct usage is to define 2 image maps (with different names) in the event I want to use it with both clamp and repeat in different textures, I'll just do that :)
Yes, it should be an effective workaround. Anyway I will try to reproduce the problem here and check why you don't get an error.
by Dade
Thu Nov 21, 2019 9:41 am
Forum: User Support
Topic: Light intensity
Replies: 29
Views: 16103

Re: Light intensity

Hmm, you're right it is working, but not as I expected. I guess my issue is that I'm loading textures from memory and not from files. I noticed that "DefineImageMap" accepts wrapping type and when I set it there it works! The way I work with textures is: I use DefineImageMap("myimage...