Search found 323 matches

by juangea
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
by juangea
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 :)
by juangea
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...
by juangea
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 :)
by juangea
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...
by juangea
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...
by juangea
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?
by juangea
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?
by juangea
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...