Search found 4711 matches

by Dade
Thu Sep 03, 2020 11:35 pm
Forum: User Support
Topic: GPU viewport performance
Replies: 14
Views: 4338

Re: GPU viewport performance

Sharlybg wrote: Thu Sep 03, 2020 9:08 pm Is possible to do inside luxcore code 2x2 during input and navigation and switch back to 8x1 automatically right after ?
It is but it is a parameter BlendLuxCore doesn't expose (the number of samples it will take the transition from block to pixel rendering).
by Dade
Thu Sep 03, 2020 6:40 pm
Forum: User Support
Topic: GPU viewport performance
Replies: 14
Views: 4338

Re: GPU viewport performance

I mean Dade even if option B is adding less pressure after first samples compared to A. The fluidity during first sample in option B is simply from another level and this almost no matter how high you set block size in option A. So for me there is a weird thing we can improve here. You are renderin...
by Dade
Thu Sep 03, 2020 2:24 pm
Forum: Development
Topic: UVRandomMapping2D (and LocalRandomMapping3D)
Replies: 27
Views: 13855

Re: UVRandomMapping2D

AndreasResch wrote: Thu Sep 03, 2020 1:44 pm This might be helpful in some cases, but would be hard to do when you have a lot of objects and you want to randomize them all.
By default, the object ID is random, you can overwrite it to have a fixed value.
by Dade
Thu Sep 03, 2020 1:32 pm
Forum: Development
Topic: UVRandomMapping2D (and LocalRandomMapping3D)
Replies: 27
Views: 13855

Re: UVRandomMapping2D

This would be great. You might also consider adding this to triplanar mapping as well where randomization makes a lot of sense. In those wooden pieces I actually used triplanar mapping. All the sides are randomly rotated and shifted to get the variation which simulated the randomness of production....
by Dade
Thu Sep 03, 2020 1:16 pm
Forum: User Support
Topic: GPU viewport performance
Replies: 14
Views: 4338

Re: GPU viewport performance

The settings should be correlated with the view port size. You can not have a single setting responsive for any view port size.
by Dade
Thu Sep 03, 2020 10:55 am
Forum: Development
Topic: PhotonGI cache
Replies: 1083
Views: 504910

Re: PhotonGI cache

On nvidia‘s graphic transfer rate from RAM to VRAM is 14 GB/s. This is 32 times less than VRAM to GPU cache. The slide is about CPU/SSD/etc. (any device attached to the PCIe bus) to GPU ram transfer rate. It can have a huge impact on some application. In our case, it could highly increase the speed...
by Dade
Thu Sep 03, 2020 10:50 am
Forum: Development
Topic: I want to implement a standard surface material similar to arnold
Replies: 7
Views: 3520

Re: I want to implement a standard surface material similar to arnold

Emmm, in addition, is the wo and wi to determine whether to reflect or transmit in evaluate funtion? Glass is a specular material (i.e. a delta one) so GlassMaterial::Evaluate() always return "Black": https://github.com/LuxCoreRender/LuxCore/blob/2863718772213dd938913da4fff37b0c0ffaf49f/s...
by Dade
Thu Sep 03, 2020 10:44 am
Forum: User Support
Topic: Volumetric breaks at mesh intersection
Replies: 14
Views: 5711

Re: Volumetric breaks at mesh intersection

phoenixart wrote: Thu Sep 03, 2020 4:22 am It turns out everything works fine if the camera is positioned outside the volume as FarbigeWelt suggested.
It works also if it inside and you assign the volume to the camera.
by Dade
Wed Sep 02, 2020 12:02 pm
Forum: User Support
Topic: PyLuxCore Tool Error ( v2.4, all scenes)
Replies: 24
Views: 9831

Re: PyLuxCore Tool Error ( v2.4, all scenes)

You didn't packed any of the required images in your .blend file (you have many .png and a HDR referenced by the file):

err.jpg

I assume the .bcf file is so large because it includes them while your .blend file doesn't.

Can you use just the default scene ? Is your default scene broken ?
by Dade
Wed Sep 02, 2020 11:49 am
Forum: Development
Topic: I want to implement a standard surface material similar to arnold
Replies: 7
Views: 3520

Re: I want to implement a standard surface material similar to arnold

I want to implement a standard surface material similar to arnold, like https://autodesk.github.io/standard-surface/ However, when luxcore performs evaluation, only one of the reflection and transmission can be calculated at a time. How can I implement multiple lobes like a standard surface? Just c...