Search found 1018 matches
- Tue Oct 16, 2018 10:22 am
- Forum: User Support
- Topic: DLSC test
- Replies: 62
- Views: 29813
Re: DLSC test
just use simple plane mesh with opacity texture to reproduce the shape of your bulb filament : easy and efficient ;) This is indeed one of the most usefull cases for opacity. A completely invisible but light emitting object. A filament plane modelled with reduced resolution bezier curves can limit ...
- Sun Oct 14, 2018 8:45 pm
- Forum: Works in Progress
- Topic: Test scences GPU Path vs CPU BiDir
- Replies: 167
- Views: 105888
Caustics from a Cube
Acutally I'm looking for settings for an ice cube.
- Sun Oct 14, 2018 7:59 pm
- Forum: User Support
- Topic: BlendLuxCore-v2.1alpha4-mac64-opencl
- Replies: 19
- Views: 12071
Re: BlendLuxCore-v2.1alpha4-mac64-opencl
@FarbigeWelt: I agree. After four years I was also looking to buy a new Mac this year's end, but that Mac probably will be a PC :D Strange enough, after updating some beta version my mac is on OSX 10.13.6 and luxcorerender addon runs with default cube: CPU and openCL. Because vram is very limited I...
- Sun Oct 14, 2018 12:14 pm
- Forum: Works in Progress
- Topic: Different Works in Progress
- Replies: 232
- Views: 144874
Green Cloth wrapping, Matte-Velvet
Green Cloth.gif GPU Path Sobol, 1xHD, halt conditions: 5 s per frame, time per frame 8.5 s with 33.5MS/s (system see signature), Sky with Sun https://youtu.be/2nlij1LNZnU Green Cloth.jpg Green Cloth Modifier.jpg Green Cloth Physics.jpg Took a while to find parameters avoiding object passing throu i...
- Fri Oct 12, 2018 8:09 pm
- Forum: Development
- Topic: Direct Light Sampling Cache (aka Light cache part I)
- Replies: 45
- Views: 56815
Re: Direct Light Sampling Cache (aka Light cache part I)
Introduction The only parameter you have to adapt for the scene is the "lightstrategy.entry.radius", it is the cache entry area of validity ad it is expressed in real word unit. So 0.15 means a 15 cm radius if you are rendering with 1m units. All other parameters should be useful only to ...
- Fri Oct 12, 2018 7:48 pm
- Forum: Works in Progress
- Topic: Test scences GPU Path vs CPU BiDir
- Replies: 167
- Views: 105888
Irregular Data Node, GPU Path vs CPU Path
Intended to help me understand DLC settings, I found a scene setup to visualize differences between CPU Path and GPU Path, not to mention their difference to CPU BiDir. Instead of using Irregular Data node for Emission of a Matte object, I pluged it into Transparancy of a Glass object with a point l...
- Thu Oct 11, 2018 12:29 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 521248
Re: BlendLuxCore Development
I have added a new option to use Bidir engine in viewport. It is only available if Bidir is selected as final engine. It's meant to make it possible to preview scenes with complex light paths that can't be handled by the unidirectional RT Path engine. Video: https://youtu.be/s4mxZtMxNZg Thank you v...
- Mon Oct 08, 2018 12:15 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 521248
Re: BlendLuxCore Development
I will look closer at this issue to find a simple example (what I tried but was not successful yet). Well, what ever I‘ve tried yet, using one or several particle system, I was not able to reproduce the blocks in a final render. Test involved: objects, joined meshes, grouped meshes, joined curves, ...
- Sun Oct 07, 2018 11:24 am
- Forum: User Support
- Topic: BlendLuxCore-v2.1alpha4-mac64-opencl
- Replies: 19
- Views: 12071
Re: BlendLuxCore-v2.1alpha4-mac64-opencl
@FarbigeWelt: I have an old (2009) iMac too, but currently on 10.12.6 it is not really working with BlendLuxCore yet. Thank you for the information. Because update to 12.13 is not supported for this old iMac, I have to wait for 10.12 luxcorerender version or buy a new iMac. (Currently, Win10 Pro, A...
- Fri Oct 05, 2018 11:01 am
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 521248
Re: BlendLuxCore Development
Dupli groups are now exported as true instances in BlendLuxCore (saving a lot of memory). I also fixed some other issues in particle export when instancing lights through a particle system. Another solid news ;) thanks ! This works well and reliable in the most cases. But sonetimes if object previe...