Search found 4711 matches

by Dade
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 ...
by Dade
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
by Dade
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:
oldarch.png
New version:
newarch.png
LuxCore Vs. classic Lux:
cmparch.png
by Dade
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...
by Dade
Wed Jan 17, 2018 11:04 am
Forum: Works in Progress
Topic: Glass Rendering-Compasrison
Replies: 12
Views: 16353

Re: Glass Rendering-Compasrison

Dade wrote: Wed Jan 17, 2018 11:03 am I can reproduce the BiDir problem with this scene:
Typo: "I can't"
by Dade
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...
by Dade
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...
by Dade
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...
by Dade
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...
by Dade
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...