Search found 4711 matches
- Wed Jan 17, 2018 5:48 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 516732
Re: BlendLuxCore Development
I would love to, but as far as I know Blender does not let us do this. However, maybe we can later find a workaround, e.g. have a panel similar to the error log. I would also like to have one of these info blocks for each rendered image slot, for better comparisons. As always: if you don't want me ...
- Wed Jan 17, 2018 4:00 pm
- Forum: Development
- Topic: What is new in LuxCore API v2.0 ?
- Replies: 56
- Views: 46463
Re: What is new in LuxCore API v2.0?
Improved glass and archglass sampling strategy: viewtopic.php?f=2&t=45&p=605#p604
- Wed Jan 17, 2018 3:50 pm
- Forum: Works in Progress
- Topic: Glass Rendering-Compasrison
- Replies: 12
- Views: 16353
Re: Glass Rendering-Compasrison
Applied the same solution to the architectural glass.
Old version:
New version:
LuxCore Vs. classic Lux:
Old version:
New version:
LuxCore Vs. classic Lux:
- Wed Jan 17, 2018 11:13 am
- Forum: General Discussion
- Topic: Forum attachment bug
- Replies: 4
- Views: 5992
Forum attachment bug
phpBB (the forum software) has a serious bug in last release: https://tracker.phpbb.com/browse/PHPBB3-15506 Post attachments are lost when editing a post and in few other cases. They should have fixed this problem and it will be available in the next release. I will install the new version as soon a...
- Wed Jan 17, 2018 11:04 am
- Forum: Works in Progress
- Topic: Glass Rendering-Compasrison
- Replies: 12
- Views: 16353
- Wed Jan 17, 2018 11:03 am
- Forum: Works in Progress
- Topic: Glass Rendering-Compasrison
- Replies: 12
- Views: 16353
Re: Glass Rendering-Compasrison
I should have fixed the problem. It wasn't really a bug but a (bad) sampling problem. I have highly improved the way glass is now sampled. I have slightly modified the scene to have shorter rendering times and to compare "oranges" to "oranges" (1 point light source instead of 960...
- Wed Jan 17, 2018 10:53 am
- Forum: User Support
- Topic: Procedural textures via a DLL or callback?
- Replies: 9
- Views: 7741
Re: Procedural textures via a DLL or callback?
Povray has its own shader language, which you can use to implement procedural textures --- it's not very quick, because it's interpreted. For my own experiments I hacked in support for DLL textures in my own copy of Povray by using dlopen() to dynamically call out to external code. This allows text...
- Tue Jan 16, 2018 11:52 pm
- Forum: User Support
- Topic: Procedural textures via a DLL or callback?
- Replies: 9
- Views: 7741
Re: Procedural textures via a DLL or callback?
Yes and no: - No because there are no callbacks, not during the pre-processing phase, nor during the rendering (however, as far I understand from your link, POV-ray has callbacks during the geometry pre-processing phase but not during the rendering). - Yes because you can build your scene by using P...
- Tue Jan 16, 2018 2:04 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 516732
Re: BlendLuxCore Development
It was one of them. Now only one is left I think: I have a scene where a camera and a green sphere are moving at equal speed to the left. In the background are some white cubes on a red plane. I use both camera and object motion blur. When I use shutter = 1.0, everything works as expected (green sp...
- Tue Jan 16, 2018 12:53 pm
- Forum: Works in Progress
- Topic: Glass Rendering-Compasrison
- Replies: 12
- Views: 16353
Re: Glass Rendering-Compasrison
I'm looking into the problem but a first side note: you are using a sphere made of 960 triangles as light source, it obliterates the rendering performance. Are you using a "true" (i.e. analytical) spherical lights source in classic LuxRender (and probably in Mitsuba too) ? It doesn't expla...