Search found 4711 matches

by Dade
Mon Dec 27, 2021 12:24 pm
Forum: News
Topic: LuxCoreRender v2.6
Replies: 15
Views: 20885

Re: LuxCoreRender v2.6

LuxCoreRender v2.6.1 with Blender v3.0 support should follow soon after.
by Dade
Mon Dec 27, 2021 12:24 pm
Forum: News
Topic: LuxCoreRender v2.6
Replies: 15
Views: 20885

LuxCoreRender v2.6

Downloads: Standalone: https://github.com/LuxCoreRender/LuxCore/releases/tag/luxcorerender_v2.6 Blender Addon: https://github.com/LuxCoreRender/BlendLuxCore/releases/tag/blendluxcore_v2.6 Note for Blender users: this version is not compatibile with Blender v3.0, it requires Blender 2.93LTS. Note fo...
by Dade
Sun Dec 26, 2021 2:56 pm
Forum: User Support
Topic: Laser not visible in volume
Replies: 5
Views: 2232

Re: Laser not visible in volume

syhrdrjrt wrote: Sun Dec 26, 2021 1:28 pm wouldn't it be possible to give a very tiny base roughness to the normal glass as well, making everything easier? Also more intuitive?
It wouldn't be glass anymore but rough glass :?:
by Dade
Sun Dec 26, 2021 12:57 am
Forum: User Support
Topic: Laser not visible in volume
Replies: 5
Views: 2232

Re: Laser not visible in volume

They are called SDS (Specular-Diffuse-Specular) paths and they require a very specific algorithm to be able to render them. You need to enable caustic cache (on volumes) to be able to see them. By using rough glass you transform SDS paths in GDG (Glossy-Diffuse-Glossy) paths and they can be rendered...
by Dade
Fri Dec 10, 2021 4:05 pm
Forum: Development
Topic: Proxy object
Replies: 5
Views: 3295

Re: Proxy object

I'm not totally sure what you are looking for but I assume it is up to the exporter to feed LuxCore with the "proxy" object instead of the original one :?:
by Dade
Mon Dec 06, 2021 4:29 pm
Forum: User Support
Topic: PhotonGI Rendering problem
Replies: 2
Views: 1880

Re: PhotonGI Rendering problem

It looks to me that your problem is just in the halt condition: you have set to halt after 10secs and, with PGI enabled, the pre-processing phase is not yet over after 10secs so you just get an empty image with 0 samples per pixel.
by Dade
Sat Dec 04, 2021 9:54 pm
Forum: Development
Topic: crashes - A heap has been corrupted error
Replies: 17
Views: 5144

Re: crashes - A heap has been corrupted error

TAO wrote: Sat Dec 04, 2021 7:26 pm No problem it's not that usable feature in 3dsmax, by the way, is there any limitation to the number of UV channels in LuxCoreRneder?
8 channels: https://github.com/LuxCoreRender/LuxCor ... pes.cl#L21
by Dade
Sat Dec 04, 2021 7:22 pm
Forum: Development
Topic: crashes - A heap has been corrupted error
Replies: 17
Views: 5144

Re: crashes - A heap has been corrupted error

TAO wrote: Sat Dec 04, 2021 4:51 pm is there any way to add w in UV for luxcore as maybe 3dsmax users what to use it?
You could couple 2xUVs (i.e. multiple UV sets) to store up to 4 values for each vertex but it sounds ultra complicated.
by Dade
Fri Dec 03, 2021 9:44 am
Forum: User Support
Topic: Caustics on Car Paint doesn't work
Replies: 5
Views: 2105

Re: Caustics on Car Paint doesn't work

https://drive.google.com/file/d/1SkV9daIfAgo24Su0T04V2VoY_lddzh8O/view?usp=sharing Doing it the good old way with Google Drive ! I added a simple plane with some noise to get the caustics. Other than that I changed nothing in terms of settings. I'm not sure if you are really aware of what you are t...
by Dade
Thu Dec 02, 2021 3:32 pm
Forum: User Support
Topic: Caustics on Car Paint doesn't work
Replies: 5
Views: 2105

Re: Caustics on Car Paint doesn't work

So I've added both Light-Tracing and Caustics cache to be sure, and after multiple attempts it still doesn't work. I won't be able to attach the file as it is too big but I'll bring an image of the render and the caustics pass. Car paint is a glossy material and glossy material caustics are rendere...