Search found 323 matches
- Tue Nov 17, 2020 3:02 pm
- Forum: Development
- Topic: Blue noise dithered Sobol
- Replies: 26
- Views: 34448
Re: Blue noise dithered Sobol
Oh, I never did the tests, I'll check those tests next weekend, or at least I'll try
- Tue Nov 03, 2020 9:17 am
- Forum: User Support
- Topic: Sub-Surface Scattering
- Replies: 57
- Views: 23690
Re: Sub-Surface Scattering
I think we need random walk and the improved principled shader to avoid these problematic
- Tue Nov 03, 2020 9:16 am
- Forum: Development
- Topic: Better Cycles compatibility
- Replies: 4
- Views: 3592
Re: Better Cycles compatibility
I agree that to vastly improve compatibility just so minor nodes have to be improved/implemented. Usually they are Mapping / texture coordinates, and translucent / sub surface, with that toolset a big majority of cycles shaders could be fully compatible since ArchViz materials tend to be simple enou...
- Sat Oct 24, 2020 4:01 pm
- Forum: Development
- Topic: UVRandomMapping2D (and LocalRandomMapping3D)
- Replies: 27
- Views: 13800
Re: UVRandomMapping2D (and LocalRandomMapping3D)
Not a problem, we are here to remind and ask hahaha
- Sat Oct 24, 2020 12:10 pm
- Forum: Development
- Topic: Random Per Island and Mix (Color Math) - Layering / multiple texture inputs?
- Replies: 0
- Views: 3341
Random Per Island and Mix (Color Math) - Layering / multiple texture inputs?
I've been dealing with using Random Per Island to distribute several textures in the same object, and it works great, but the thing is that I had to stack several Color Math nodes to convert the random values into 1 or 0 for the textures to be fully applied and not mixed. So i thought that a layerin...
- Sat Oct 24, 2020 11:28 am
- Forum: Development
- Topic: Texture bombing
- Replies: 12
- Views: 8384
Re: Texture bombing
you can always stack multiple bombing textures if you need multiple bullets. Whould that make a performance difference? I mean, multiple bullets means that the computation of the bullets distribution is being done once and with multiple textures, also I imagine intersection between bullets can be a...
- Sat Oct 24, 2020 11:24 am
- Forum: Development
- Topic: UVRandomMapping2D (and LocalRandomMapping3D)
- Replies: 27
- Views: 13800
Re: UVRandomMapping2D (and LocalRandomMapping3D)
This is not yet in BlendLuxCore right?
- Mon Oct 05, 2020 8:22 am
- Forum: Development
- Topic: Texture bombing
- Replies: 12
- Views: 8384
Re: Texture bombing
Pretty interesting, and I agree with everything BYOB said.
It’s like some kind of decal mapping, right?
It’s like some kind of decal mapping, right?
- Sun Oct 04, 2020 4:14 pm
- Forum: Computer Graphic News
- Topic: New ?? pathtracing technique that deals way better with complex situations - Specular Manifold Sampling
- Replies: 2
- Views: 6267
Re: New ?? pathtracing technique that deals way better with complex situations - Specular Manifold Sampling
Interesting, and yes, I'm not sure either if the other technique is GPU compatible or not.
- Sun Oct 04, 2020 12:52 pm
- Forum: Computer Graphic News
- Topic: New ?? pathtracing technique that deals way better with complex situations - Specular Manifold Sampling
- Replies: 2
- Views: 6267
New ?? pathtracing technique that deals way better with complex situations - Specular Manifold Sampling
Hey, this is for Dade or any other of you that are interested in new rendering techniques, not sure if this could be implemented in LuxCore, or if it has any drawbacks, but it seems to be astonishing :) It's called Specular Manifold Sampling. 2 minute paper video: https://www.youtube.com/watch?v=Pop...