Search found 434 matches
- Wed Sep 16, 2020 8:29 am
- Forum: User Support
- Topic: Light Importance
- Replies: 3
- Views: 1432
Re: Light Importance
But, in a scene with 3 lights sources, wouldn´t be easier to setup values like 1, 2 and 3? The light importance is not just a discrete sorting as with volume priorities. It basically tells you how often the respective light source is picked in the step where light sources are sampled. So if you set...
- Mon Sep 07, 2020 6:40 pm
- Forum: General Discussion
- Topic: Ultrabook for coding?
- Replies: 2
- Views: 3632
Re: Ultrabook for coding?
Based on my experience with small notebooks, I would look for a good keyboard! I have a small one from a different brand on which I can barely type correctly... On another laptop from the same brand its perfect though. So I would get my hadn on one to test if it works for you. Other than that, the 4...
- Sun Sep 06, 2020 8:13 pm
- Forum: User Support
- Topic: LED and Lumen Setting
- Replies: 6
- Views: 2076
Re: LED and Lumen Setting
We had a thread before on this kind of topic:
viewtopic.php?f=4&t=1938&p=24448#p20979
perhaps you find some helpful info there?
viewtopic.php?f=4&t=1938&p=24448#p20979
perhaps you find some helpful info there?
- Fri Sep 04, 2020 10:34 am
- Forum: User Support
- Topic: Metal Material
- Replies: 37
- Views: 25066
Re: Metal Material
For metals, the IOR needs to be described as a complex number - composed of refractive index as the real part and the extinction coefficient as the imaginary part. Furthermore, these two vlaues vary much more over the visible range as in the case of glass, so approximating a single value would not b...
- Tue Sep 01, 2020 8:00 pm
- Forum: User Support
- Topic: Shader doesent work
- Replies: 2
- Views: 1302
Re: Shader doesent work
The surface normal of your candle are flipped inside. In case you don't know how to fix this: tab into edit mode, select all surfaces and press "shift + n" workingnormals.png The translucent materials seem to work in an unidirectional way, see this issue on GitHub I opened recently: https:...
- Tue Sep 01, 2020 10:33 am
- Forum: User Support
- Topic: colour banding on dispersive glass caustics
- Replies: 3
- Views: 1872
Re: colour banding on dispersive glass caustics
Possibly related to this: https://github.com/LuxCoreRender/LuxCore/issues/262
- Mon Aug 31, 2020 8:39 pm
- Forum: General Discussion
- Topic: Little Addon for optical lenses etc.
- Replies: 56
- Views: 40870
Re: Little Addon for optical lenses etc.
Since last posted here, I made some updates, especially a new inclusion of a cube-corner retroreflector array, and recorded a little introduction-video: https://www.youtube.com/watch?v=D8rQBVI4lIg As I mentiopn in there, I next plan to do a video of a real lens system. If I play it right, I can mayb...
- Tue Aug 18, 2020 2:09 pm
- Forum: Finished Work
- Topic: Making cash using free software
- Replies: 13
- Views: 6146
Re: Making cash using free software
Great render! :) I like how the coins and gems are comic-style perfectly clean, but the chest still has a bit of texture. Looks a bit like leaf-gold peeling off. On the 10 years anniversary I'm tempted to write an Optix+RTX+Denoiser version, it would run at an insane speed. First off: Please do! :D ...
- Tue Aug 18, 2020 8:38 am
- Forum: User Support
- Topic: Yellowing in glass dispersion
- Replies: 5
- Views: 2255
Re: Yellowing in glass dispersion
Do you have a Blender scene that shows this?
We just had Diamonds as a topic on Discord, and yellow glass was not seen anywhere there.
We just had Diamonds as a topic on Discord, and yellow glass was not seen anywhere there.
- Sun Aug 16, 2020 5:45 pm
- Forum: User Support
- Topic: OpenCL Error
- Replies: 14
- Views: 6768
Re: OpenCL Error
The default cube already shows it, scene set up with halt conditions attached.
On my laptop now it's about 20MB per frame, so maybe you have to wait a minute or two to notice it. I don't have access to the scene that suffered 100MB per scene right now.
On my laptop now it's about 20MB per frame, so maybe you have to wait a minute or two to notice it. I don't have access to the scene that suffered 100MB per scene right now.