Search found 810 matches

by kintuX
Mon Nov 13, 2023 12:35 pm
Forum: User Support
Topic: Chair Stitching more visible in Cycles
Replies: 5
Views: 8048

Re: Chair Stitching more visible in Cycles

You could also set clamping a bit higher.
chair stitchings LUX.jpg
Anyway, here's a take on it (@wetransfer).
by kintuX
Wed Nov 08, 2023 2:03 pm
Forum: User Support
Topic: Challenging Snell's Law: Light Deviation Anomaly in LuxCore Glass Rendering
Replies: 2
Views: 6426

Re: Challenging Snell's Law: Light Deviation Anomaly in LuxCore Glass Rendering

With PT engine (uniDir) you should enable "Light Tracing" under Light Path otherwise, switch engine to BiDir.

e.g.
IOR-flux.gif
PS.
If you still find your scene non-functional, make it as IRL, physically correct;
I made new scene and used Area light and also Interior + Exterior volumes.
by kintuX
Wed Nov 08, 2023 12:05 pm
Forum: User Support
Topic: Hard Shadows with Cloth shader
Replies: 5
Views: 7062

Re: Hard Shadows with Cloth shader

That's shading issue. Either add supporting edges to mesh/geo or apply "Auto Smooth".
by kintuX
Tue Nov 07, 2023 1:59 pm
Forum: User Support
Topic: shiny metal text
Replies: 1
Views: 6060

Re: shiny metal text

Since metal surface is specular/reflective, that means its look mostly depends on lighting conditions along surface properties (roughness, anisotropy, colors, imperfections and other contamination factors). It's a play between light and shadow.

e.g.
fluxBE.jpg
by kintuX
Tue Oct 24, 2023 7:40 pm
Forum: Tutorials, Tips and Tricks
Topic: car
Replies: 23
Views: 20482

Re: car

yup, 3 secs denoised viewport render tends to look 'plasticky'
and black interior in your case is most likely caused by single-sided (glass (light ray refracts only once) which "Architectural" glass avoids altogether (it's just reflective)
by kintuX
Mon Oct 23, 2023 11:05 am
Forum: Tutorials, Tips and Tricks
Topic: car
Replies: 23
Views: 20482

Re: car

check "Architectural" on Glass and under "Advanced" (Material Output) set "Shadow Color"
Glass_BLC.jpg
by kintuX
Thu Oct 12, 2023 8:05 am
Forum: Tutorials, Tips and Tricks
Topic: car
Replies: 23
Views: 20482

Re: car

Clearly, uncanny valley. Glass lensing too strong, dull lighting, shadows too weak, lack of ground and other surface imperfections, nor is there any minute details such as slight car shaking, dust, smoke... since it's an outdoor scene. It's quite a task to make car looking aesthetically pleasing and...
by kintuX
Sat Oct 07, 2023 9:35 pm
Forum: Tutorials, Tips and Tricks
Topic: car
Replies: 23
Views: 20482

Re: car

Maybe this old one works... Lamborghini Gallardo LuxRender
by kintuX
Mon Oct 02, 2023 11:02 am
Forum: Works in Progress
Topic: Graswald Assets Rendered in BlendLux
Replies: 2
Views: 14911

Re: Graswald Assets Rendered in BlendLux

Nice vibes 8-)
by kintuX
Mon Oct 02, 2023 10:42 am
Forum: Development
Topic: FSR AKA FidelityFX and DLSS Super Resolution
Replies: 10
Views: 16054

Re: FSR AKA FidelityFX and DLSS Super Resolution

Nice, will you continue on that idea?
I'd love to see how it performs on few of your scenes (especially on 'smokey' / volumetric ones) 8-)
Since that's also the slowest and mostly 'lossy-w-denoise' part of LuxCore.