Search found 4711 matches

by Dade
Mon Nov 11, 2019 3:54 pm
Forum: Development
Topic: User defined and driven importance sampling
Replies: 9
Views: 4445

Re: User defined and driven importance sampling

What happens with animation though? I guess it is most usable for still images or quick specific region renders Yes, it is intended to be used during the rendering of a still images where you may decide to focus on some detail with more visible noise. For instance, you can run the render for a whil...
by Dade
Mon Nov 11, 2019 1:19 pm
Forum: Development
Topic: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Replies: 661
Views: 433872

Re: MaxLuxCore - 3ds Max Integration for LuxCore

Yes about the color, i have some questions, please check the scene first. Also if the camera changes the distance all light power will be effected and the renderer will get different results. You have a problem every time you print an integer: it has "," separator for thousands, millions,...
by Dade
Mon Nov 11, 2019 12:18 pm
Forum: User Support
Topic: Blender 2.8 objectid color
Replies: 11
Views: 5386

Re: Blender 2.8 objectid color

I have the object id color as a scale for textures. A volume as no object associated so it is pointless to use Object ID texture: https://github.com/LuxCoreRender/LuxCore/blob/b17201eb994e5f992db5c1ee15e10944371e534d/src/slg/bsdf/bsdf.cpp#L98 The objectID field is always initialized with NULL_INDEX...
by Dade
Mon Nov 11, 2019 11:54 am
Forum: Development
Topic: User defined and driven importance sampling
Replies: 9
Views: 4445

Re: User defined and driven importance sampling

Sharlybg wrote: Mon Nov 11, 2019 11:48 am will this be useable in Blender ? because in the past this work only in luxrender interface.
B.Y.O.B. wrote it may doable in Blender and is investigating the problem.
by Dade
Mon Nov 11, 2019 11:20 am
Forum: Development
Topic: User defined and driven importance sampling
Replies: 9
Views: 4445

User defined and driven importance sampling

Introduction I implemented, in old LuxRender, user defined importance and driven sampling. It was possible for the user to draw, over the current rendering, with a circular smooth pen in order to define the regions where the sampler should render most of the samples. This feature was combine with n...
by Dade
Mon Nov 11, 2019 10:33 am
Forum: User Support
Topic: GPU vs CPU: different emitted light
Replies: 5
Views: 2343

Re: GPU vs CPU: different emitted light

I need a test scene to check what is going on :?:
by Dade
Sun Nov 10, 2019 9:52 pm
Forum: Development
Topic: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Replies: 661
Views: 433872

Re: MaxLuxCore - 3ds Max Integration for LuxCore

TAO wrote: Sun Nov 10, 2019 9:06 pm I think something's wrong with

Code: Select all

scene.materials.Material_25.id = 6,728,256
, it should'nt be like this.
You may have a problem with C locale, "." Vs. "," and other nation/language related stuff.
by Dade
Sun Nov 10, 2019 1:49 pm
Forum: Development
Topic: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Replies: 661
Views: 433872

Re: MaxLuxCore - 3ds Max Integration for LuxCore

I finished it but, I'm not satisfied with the results especially with depth. Is there any option with OIDN denoiser so i can optimize it. You have strange color "quantization" effect. Can you post the scene in text format (i.e. .cfg, .scn, .ply, etc.) so I can try here and check what is g...
by Dade
Sat Nov 09, 2019 2:51 pm
Forum: User Support
Topic: Blender 2.8 objectid color
Replies: 11
Views: 5386

Re: Blender 2.8 objectid color

The objectid is broken in volume node, in material node it works, but random color generation by objectid does not work for volume absorption. I checked the code and I was a bit confused because you are talking of object ID while I'm pretty sure you mean material ID. Material ID is already fully su...
by Dade
Sat Nov 09, 2019 2:39 pm
Forum: User Support
Topic: Scene Color Managment Settings
Replies: 12
Views: 6635

Re: Scene Color Managment Settings

I have the feeling the problem may be in BlendLuxCore because if I export the scene and do the rendering outside Blender, I seem to get the correct output. A comparison between, inside and outside Blender rendering: We have fixed this problem too: https://github.com/LuxCoreRender/BlendLuxCore/issue...