Search found 4711 matches
- Mon Nov 23, 2020 8:35 pm
- Forum: Development
- Topic: Disney BRDF material
- Replies: 122
- Views: 70328
Re: Disney BRDF material
I have briefly looked at cycles, I think it is also 2015 already (?) And there is definitely a difference with how it handels the fresnel effect for metals. I.e. Cycles actually allows to have a completely black shader. Be careful, Cycles has extend Disney material in multiple way including using n...
- Mon Nov 23, 2020 2:38 pm
- Forum: Development
- Topic: Disney BRDF material
- Replies: 122
- Views: 70328
Re: Disney BRDF material
CodeHD, if you want something asked by a lot of people, add the support for specular transmission to current Disney code (i.e. SIGGRAPH 2015 Disney material extension). However the (very fake) SSS support described in 2015 doesn't make very much sense in Lux context so you may want to skip that.
- Sun Nov 22, 2020 9:43 pm
- Forum: Development
- Topic: Disney BRDF material
- Replies: 122
- Views: 70328
Re: Disney BRDF material
But it is difficult to know if it corresponds exactly as they don't mention what the other parameters are... The wonderful world scientific papers, 90% is just ru**ish, the other 9% may be interesting but they don't provide even half of the required information, the 1% is done right. Providing samp...
- Sun Nov 22, 2020 2:00 pm
- Forum: User Support
- Topic: Weird light intensity behaviour
- Replies: 10
- Views: 4723
Re: Weird light intensity behaviour
I have no idea how Blender works nor I'm interested to learn how it does. Nor I have the time to go around and find and HDR that will match the light in your original scene. If you can provide a simple scene I can export in LuxCore scene format, I will check what is going. Otherwise I will not.
- Sat Nov 21, 2020 10:28 am
- Forum: Development
- Topic: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
- Replies: 661
- Views: 432713
Re: MaxToLux - 3ds Max Integration for LuxCore
TBB is used by Intel Denoiser so even if may be solve the problem related to OpenImageIO versions by changing our sources, it can not be solved for TBB. It may be possible to solve the problem with some Windows specific call: https://social.msdn.microsoft.com/Forums/vstudio/en-US/b3eaa07f-7f92-4693-...
- Sat Nov 21, 2020 10:18 am
- Forum: User Support
- Topic: Luxcore 2.3 crashes Blender 2.83.8 with IODN enabled
- Replies: 6
- Views: 2926
- Fri Nov 20, 2020 10:56 pm
- Forum: User Support
- Topic: Where the bump gets strange
- Replies: 29
- Views: 11037
Re: Where the bump gets strange
"expose bump sampling distance in triplanar bump texture, too " Triplanar bump mapping is bit a topic on its own: https://forums.luxcorerender.org/viewtopic.php?f=5&t=1638&start=80#p19280 Are you using UV or UV-less bump mapping ? As usual, you may want to post a test scene becaus...
- Fri Nov 20, 2020 8:21 pm
- Forum: User Support
- Topic: Luxcore 2.3 crashes Blender 2.83.8 with IODN enabled
- Replies: 6
- Views: 2926
Re: Luxcore 2.3 crashes Blender 2.83.8 with IODN enabled
Any particular reason to still use v2.3 ? It is quite old. Can you try with v2.5beta1 (viewtopic.php?f=9&t=2805) ?
What CPU are you also using ? Intel ODIN runs on the CPU , not the GPU.
What CPU are you also using ? Intel ODIN runs on the CPU , not the GPU.
- Fri Nov 20, 2020 3:53 pm
- Forum: User Support
- Topic: Where the bump gets strange
- Replies: 29
- Views: 11037
Re: Where the bump gets strange
In my tests it seems like just using a lower default value in all cases could be a solution. But I guess the default was chosen higher for a reason, so could it introduce problems I don't notice now? If the sampling distance is too small compared to the wave length of the procedural textures, you c...
- Fri Nov 20, 2020 1:06 pm
- Forum: User Support
- Topic: Where the bump gets strange
- Replies: 29
- Views: 11037
Re: Where the bump gets strange
The default sampling distance is 0.001 (1 mm), smaller value should be used if the bump (procedural) texture has smaller details (like in the case above).