Search found 760 matches
- Wed Sep 01, 2021 9:17 am
- Forum: Finished Work
- Topic: The Crypt
- Replies: 4
- Views: 2923
Re: The Crypt
Thanks everyone for your comments! A frame took 8.5 min to render (2x RTX2070, indirect cache on the wall material, no light tracing), 1000 frames were rendered. I tried filmic tonemapping but it looked somewhat dull, the burned top is something I would have gotten from a real live shot with a digit...
- Tue Aug 31, 2021 6:36 pm
- Forum: Finished Work
- Topic: The Crypt
- Replies: 4
- Views: 2923
The Crypt
Old project rerendered, sculpts made with TopMod.
https://www.dropbox.com/s/m074kze9nndevp5/crypt.mov.zip
Edit: Updated the file because somehow the frames were decentered in the first upload.
https://www.dropbox.com/s/m074kze9nndevp5/crypt.mov.zip
Edit: Updated the file because somehow the frames were decentered in the first upload.
- Mon Aug 23, 2021 11:52 am
- Forum: Development
- Topic: Two well known luxcore problems.
- Replies: 50
- Views: 17727
Re: Two well known luxcore problems.
b) Caustics almost never work on transparent surfaces. I'd assume that's how it is meant to be, the glass shader emulates an "ideal" material and that would indeed not receive caustics. In reality glass is never perfect and clean, those imperfections could receive caustics. Therefore you ...
- Sun Aug 15, 2021 2:34 pm
- Forum: Development
- Topic: A baking test scene
- Replies: 165
- Views: 118116
Re: A baking test scene
I remember there is also a light map option?
This should be great for render speedup with less bias than indirect cache.
Except from gltf export there could be a normal render result (from bakecpu engine) that can be composed/denoised like any other render for reuse in production rendering.
This should be great for render speedup with less bias than indirect cache.
Except from gltf export there could be a normal render result (from bakecpu engine) that can be composed/denoised like any other render for reuse in production rendering.
- Sun Aug 15, 2021 12:11 pm
- Forum: Development
- Topic: A baking test scene
- Replies: 165
- Views: 118116
- Sun Jul 18, 2021 5:52 pm
- Forum: User Support
- Topic: Problem with caustics on glossy surface
- Replies: 5
- Views: 3174
Re: Problem with caustics on glossy surface
changing the glossiness thresholds It seems the threshold does not distinguish between the diffuse and the glossy part of the glossy shader. When I exclude a material via threshold it does not receive any caustics, neither glossy nor diffuse. The glossy shaders are special because they can produce ...
- Sun Jul 18, 2021 4:32 pm
- Forum: User Support
- Topic: Problem with caustics on glossy surface
- Replies: 5
- Views: 3174
Problem with caustics on glossy surface
The current hybrid engine with SDS-cache is very stable and especially with the new albedo transmit denoising great for animation . But once I choose a glossy ground material flickering occurs and ruins the animation. After closer inspection I think the cause is "SGS-paths" (specular-gloss...
- Fri Jul 09, 2021 10:28 am
- Forum: General Discussion
- Topic: NVIDIA RTX GPUs and KeyShot Accelerate Rendering for Caustics
- Replies: 5
- Views: 5035
Re: NVIDIA RTX GPUs and KeyShot Accelerate Rendering for Caustics
i wonder how they achieve the sds caustic in the clay mirror scene you posted. Assuming they use photon mapping SDS caustics are already included. It is LuxCore light tracing (Path or BiDir) that cannot do SDS by design and needs additional caching. LuxCore revolving cache is not bad IMHO but it ne...
- Fri Jul 02, 2021 10:02 am
- Forum: Computer Graphic News
- Topic: Real-time Neural Radiance Caching for Path Tracing
- Replies: 3
- Views: 12905
Re: Real-time Neural Radiance Caching for Path Tracing
Indeed, now that LuxCore has adopted CUDA/Optix and utilizes RTX-cores it is time to think about how to make use of all those tensor cores as well.
Metropolis sampling is not working well on GPUs, a tensor powered neural sampling would be very welcome.
Metropolis sampling is not working well on GPUs, a tensor powered neural sampling would be very welcome.
- Mon May 24, 2021 6:49 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 527156
Re: BlendLuxCore Development
Could the SDS-cache for BiDir be exposed in BlendLuxCore, please?