Search found 810 matches
- Fri Jun 14, 2019 6:25 pm
- Forum: Works in Progress
- Topic: Interior & exterior gghouse
- Replies: 34
- Views: 22951
Re: Interior & exterior gghouse
White balance in Photographer (addon) works nice with Lux.
- Fri Jun 14, 2019 5:20 pm
- Forum: Works in Progress
- Topic: smoke mushroom
- Replies: 3
- Views: 4126
Re: smoke mushroom
Pretty sweet Indeed... Agent Orange!
- Fri Jun 14, 2019 5:13 pm
- Forum: Development
- Topic: Rewrite homogeneous code
- Replies: 5
- Views: 3570
Re: Rewrite homogeneous code
Instead of writing bunch of text, do provide some proof. Comparative study would be more than welcome.
- Fri Jun 14, 2019 5:10 pm
- Forum: User Support
- Topic: weird volumetric lighting glitch
- Replies: 53
- Views: 24831
Re: weird volumetric lighting glitch
Still appears to be something present... :? RAW render Prism2CF_LC2-2b_RAW_VolumeGlitch.jpg CONVERGENCE mix with SAMPLECOUNT Prism2LC 00001_CONVERGENCE over SAMPLECOUNT.jpg Scene Prism2LC.blend I took your file and changed Metropolis to 50%,128,3%. The result did not show any glitch. Nope. Bit less...
- Wed Jun 12, 2019 9:22 pm
- Forum: User Support
- Topic: weird volumetric lighting glitch
- Replies: 53
- Views: 24831
Re: weird volumetric lighting glitch
Still appears to be something present... :? The prism scene has some very tight light beams coming from corners and some partial sub reflections / refractions, but it looks pretty okay with BiDirVM. With BIDIRVMCPU still looks the same to me. Same glitch. :( LC2.2b2_BIDIRVMCPU.jpg Scene (for Standa...
- Wed Jun 12, 2019 9:12 am
- Forum: User Support
- Topic: weird volumetric lighting glitch
- Replies: 53
- Views: 24831
Re: weird volumetric lighting glitch
Still appears to be something present...
RAW render CONVERGENCE mix with SAMPLECOUNT Scene
RAW render CONVERGENCE mix with SAMPLECOUNT Scene
- Sat Jun 08, 2019 4:46 pm
- Forum: Development
- Topic: Dade baby work some magic
- Replies: 3
- Views: 2533
Re: Dade baby work some magic
C'mon kid, calm down & pay attention :| World rotation options: - Z Axis Rotation property under HDRI - Use Hemi Lamp for full control (all axis) world options.jpg For Interference use artistic abilities, skills, if you got them. If not, mimic what you observe in your reference images. Simply ad...
- Sat Jun 08, 2019 3:47 pm
- Forum: User Support
- Topic: World HDRi gain
- Replies: 4
- Views: 2485
Re: World HDRi gain
:idea: Oh, just remembered an old school trick with Front/Back Opacity node... use a large sphere (or hemisphere, with inverted normals - directed inwards) for background with same texture as is used for HDRI then set Front Op. to 1 and Back to 0. Hmm, but it looks like not all light is passing thro...
- Sat Jun 08, 2019 2:48 pm
- Forum: User Support
- Topic: WARNING: Visibility map is all black ->acceess violation
- Replies: 6
- Views: 2601
Re: WARNING: Visibility map is all black ->acceess violation
Properties > World (Env. Light) is set to HDRI without texture! That is not a problem, it will behave the same as if "Flat Color" was selected. With World set to "None" or "HDRI" (as it was set in the file) but with texture, everything was fine. Just chimed in, of cour...
- Sat Jun 08, 2019 2:02 pm
- Forum: User Support
- Topic: World HDRi gain
- Replies: 4
- Views: 2485
Re: World HDRi gain
can you turn up the brightness without making the background image brighter at the same time? No. Also, there's no nodes to play with in World / Environment lighting. But you could sort of bypass the limitation using one texture for HDRI lighting (Equirectangular/ World) and another (Flat/ Camera, ...