Search found 760 matches

by epilectrolytics
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...
by epilectrolytics
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.
by epilectrolytics
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 ...
by epilectrolytics
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.
by epilectrolytics
Sun Aug 15, 2021 12:11 pm
Forum: Development
Topic: A baking test scene
Replies: 165
Views: 118116

Re: A baking test scene

u3dreal wrote: Sun Aug 15, 2021 10:32 am I also think this is a much underrated feature and thinking about integrating it into BlendLuxCore.
Yes please :D
Thanks for your efforts!
by epilectrolytics
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 ...
by epilectrolytics
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...
by epilectrolytics
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...
by epilectrolytics
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.
by epilectrolytics
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?
Screen Shot.png