Search found 810 matches

by kintuX
Wed Jun 09, 2021 9:31 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 507365

Re: PhotonGI cache

B.Y.O.B. wrote: Tue Jun 08, 2021 10:16 pm Is the scene using rough or clear glass?
Clear.
And it's just a surface, w/o Volume.
by kintuX
Tue Jun 08, 2021 8:38 pm
Forum: General Discussion
Topic: Luxcore promotion
Replies: 6
Views: 5913

Re: Luxcore promotion

:idea: Make a plugin for Unreal Engine & apply for a grant. ;)
by kintuX
Tue Jun 08, 2021 8:23 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 507365

Re: PhotonGI cache

But I realized what the issue was/is. Basically I was checking BiDir with newly added caustics cahe (SDS paths) on "pool tester scene" where discrapency showed. I found it is caused by single scatter Specular material. And of course BiDir engine shows it brighter since it traces both ways...
by kintuX
Tue Jun 08, 2021 11:51 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 507365

Re: PhotonGI cache

I am against such a multiplier. Raising it above 1 sounds like it could easily break energy conservation without the user realizing it. Basic user wouldn't even use it, unless it becomes necessary to brighten interior's GI. And that's already an advanced skill even for photographers. It only ads be...
by kintuX
Tue Jun 08, 2021 11:20 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 507365

Re: PhotonGI cache

I've noticed that Path engine tends to have darker interiors even with this enabled compared to BiDir no matter how many paths, bounces or photons there are. PGI has a specific max. bounces setting because it traces from light sources not from the camera. It is similar to BiDir. I have the feeling ...
by kintuX
Mon Jun 07, 2021 11:48 pm
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 507365

Re: PhotonGI cache

IDK, if it's been asked already or I have missed it, but is there a possibility to get a simple Indirect cache intensity (or exposure) multiplier? I've noticed that Path engine tends to have darker interiors even with this enabled compared to BiDir no matter how many paths, bounces or photons there ...
by kintuX
Mon Jun 07, 2021 2:49 pm
Forum: Development
Topic: PhotonGI caustic cache re-factoring
Replies: 107
Views: 71465

Re: PhotonGI caustic cache re-factoring

anotherbobby wrote: Sun Dec 08, 2019 1:51 pm
Hi,
Tried to convert this scene into Blender 2.82 Alpha, LuxCore 2.3 Alpha0
Thank you for your good work, it really comes handy :)
by kintuX
Mon Jun 07, 2021 2:45 pm
Forum: Works in Progress
Topic: Luxcore testing scene
Replies: 4
Views: 10222

Re: Luxcore testing scene

Hi & welcome.

To see, everything works fine do take a moment and test caustics & SDS paths on an example scene "Underwater Paintings".

For reflective caustics thrown on a wall from water surface check a "pool tester" scene here.
by kintuX
Sun Jun 06, 2021 9:02 pm
Forum: User Support
Topic: Pearl material
Replies: 7
Views: 3188

Re: Pearl material

True, depending on the size of geo, noise and volume must be tweaked.
For study I use MaterialX shaderball (.../resources/geometry/) @ 20cm in diameter.
by kintuX
Wed Jun 02, 2021 6:13 pm
Forum: User Support
Topic: Pearl material
Replies: 7
Views: 3188

Re: Pearl material

Nice.

And a different go for pearlescent material.
Pearlelscent_LuxCore.jpg