It is but it is a parameter BlendLuxCore doesn't expose (the number of samples it will take the transition from block to pixel rendering).
Search found 4711 matches
- Thu Sep 03, 2020 11:35 pm
- Forum: User Support
- Topic: GPU viewport performance
- Replies: 14
- Views: 4361
Re: GPU viewport performance
- Thu Sep 03, 2020 6:40 pm
- Forum: User Support
- Topic: GPU viewport performance
- Replies: 14
- Views: 4361
Re: GPU viewport performance
I mean Dade even if option B is adding less pressure after first samples compared to A. The fluidity during first sample in option B is simply from another level and this almost no matter how high you set block size in option A. So for me there is a weird thing we can improve here. You are renderin...
- Thu Sep 03, 2020 2:24 pm
- Forum: Development
- Topic: UVRandomMapping2D (and LocalRandomMapping3D)
- Replies: 27
- Views: 13872
Re: UVRandomMapping2D
By default, the object ID is random, you can overwrite it to have a fixed value.AndreasResch wrote: ↑Thu Sep 03, 2020 1:44 pm This might be helpful in some cases, but would be hard to do when you have a lot of objects and you want to randomize them all.
- Thu Sep 03, 2020 1:32 pm
- Forum: Development
- Topic: UVRandomMapping2D (and LocalRandomMapping3D)
- Replies: 27
- Views: 13872
Re: UVRandomMapping2D
This would be great. You might also consider adding this to triplanar mapping as well where randomization makes a lot of sense. In those wooden pieces I actually used triplanar mapping. All the sides are randomly rotated and shifted to get the variation which simulated the randomness of production....
- Thu Sep 03, 2020 1:16 pm
- Forum: User Support
- Topic: GPU viewport performance
- Replies: 14
- Views: 4361
Re: GPU viewport performance
The settings should be correlated with the view port size. You can not have a single setting responsive for any view port size.
- Thu Sep 03, 2020 10:55 am
- Forum: Development
- Topic: PhotonGI cache
- Replies: 1083
- Views: 506295
Re: PhotonGI cache
On nvidia‘s graphic transfer rate from RAM to VRAM is 14 GB/s. This is 32 times less than VRAM to GPU cache. The slide is about CPU/SSD/etc. (any device attached to the PCIe bus) to GPU ram transfer rate. It can have a huge impact on some application. In our case, it could highly increase the speed...
- Thu Sep 03, 2020 10:50 am
- Forum: Development
- Topic: I want to implement a standard surface material similar to arnold
- Replies: 7
- Views: 3524
Re: I want to implement a standard surface material similar to arnold
Emmm, in addition, is the wo and wi to determine whether to reflect or transmit in evaluate funtion? Glass is a specular material (i.e. a delta one) so GlassMaterial::Evaluate() always return "Black": https://github.com/LuxCoreRender/LuxCore/blob/2863718772213dd938913da4fff37b0c0ffaf49f/s...
- Thu Sep 03, 2020 10:44 am
- Forum: User Support
- Topic: Volumetric breaks at mesh intersection
- Replies: 14
- Views: 5718
Re: Volumetric breaks at mesh intersection
It works also if it inside and you assign the volume to the camera.phoenixart wrote: ↑Thu Sep 03, 2020 4:22 am It turns out everything works fine if the camera is positioned outside the volume as FarbigeWelt suggested.
- Wed Sep 02, 2020 12:02 pm
- Forum: User Support
- Topic: PyLuxCore Tool Error ( v2.4, all scenes)
- Replies: 24
- Views: 9856
Re: PyLuxCore Tool Error ( v2.4, all scenes)
You didn't packed any of the required images in your .blend file (you have many .png and a HDR referenced by the file):
I assume the .bcf file is so large because it includes them while your .blend file doesn't.
Can you use just the default scene ? Is your default scene broken ?
I assume the .bcf file is so large because it includes them while your .blend file doesn't.
Can you use just the default scene ? Is your default scene broken ?
- Wed Sep 02, 2020 11:49 am
- Forum: Development
- Topic: I want to implement a standard surface material similar to arnold
- Replies: 7
- Views: 3524
Re: I want to implement a standard surface material similar to arnold
I want to implement a standard surface material similar to arnold, like https://autodesk.github.io/standard-surface/ However, when luxcore performs evaluation, only one of the reflection and transmission can be calculated at a time. How can I implement multiple lobes like a standard surface? Just c...