Search found 125 matches

by Martini
Wed Jan 27, 2021 6:54 am
Forum: Works in Progress
Topic: Simple glass with whisky and caustics
Replies: 12
Views: 10806

Re: Simple glass with whisky and caustics

Latest LuxCore has a caustic AOV :?: Thanks Dade, the caustic AOV works great! I can't seem to denoise it properly with OIDN in Blender, but at least it's there now. :) Is there a trick I can replicate to denoise them with OIDN? Or do I just always need more samples? Seems like 512 light path sampl...
by Martini
Tue Jan 26, 2021 4:01 pm
Forum: Works in Progress
Topic: Simple glass with whisky and caustics
Replies: 12
Views: 10806

Re: Simple glass with whisky and caustics

Dade wrote: Tue Jan 26, 2021 3:20 pm Latest LuxCore has a caustic AOV :?:
Thanks, I'll check it out!
by Martini
Tue Jan 26, 2021 2:47 pm
Forum: Works in Progress
Topic: Simple glass with whisky and caustics
Replies: 12
Views: 10806

Re: Simple glass with whisky and caustics

Did you use denoiser? Yes I did, but unfortunately the caustics are calculated with the Metropolis sampler, and OIDN is trained for Sobol pattern noise, so it does not do a great job. Also, there is not yet a reliable way to extract the caustics and SDS cache paths as render passes to denoise separ...
by Martini
Sun Aug 23, 2020 6:44 am
Forum: Finished Work
Topic: Mediabook
Replies: 50
Views: 39249

Re: A nice indoor Hdri

You clearly miss a correct lighting plus good reflection.just add a nice indoor Hdri it will look more realistic. Ah, okay. Your suggestion would be very welcome if I‘d like to copy a real world scene at a photography. But actually I mean something differently with the word ,realistic‘. I fought wi...
by Martini
Sun Aug 23, 2020 6:38 am
Forum: Works in Progress
Topic: Simple glass with whisky and caustics
Replies: 12
Views: 10806

Re: Simple glass with whisky and caustics

Sharlybg wrote: Sat Aug 22, 2020 8:29 am
Luximage wrote: Sat Aug 22, 2020 7:24 am It's looking good.
So good I shared it on youtube :D .
Thank you! :D
by Martini
Thu Aug 20, 2020 4:05 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 525413

Re: BlendLuxCore Development

I would add the option to have the denoise inside the node group, per pass, it will deliver better overall result I think. I don't see how denoising each pass individually would benefit the result. It would certainly decrease the responsiveness of the setup a lot, though. Can you show images that p...
by Martini
Thu Aug 20, 2020 4:02 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 525413

Re: BlendLuxCore Development

I'll try to assemble some example, I'm kind of missing from Discord and the forum because I'm a bit overwhelmed, but I'll see what I can do :) Currently Lux's render passes are missing some quite important things for this process to be effective. Firstly, the light tracing and photons are not avail...
by Martini
Tue Aug 18, 2020 7:32 pm
Forum: Works in Progress
Topic: Simple glass with whisky and caustics
Replies: 12
Views: 10806

Simple glass with whisky and caustics

Here is a 'simple' glass that I modelled (it's a Duralex Picardie model that you see frequently in cafés) and it started out in Cycles, but looked terrible so obviously I had to switch to LuxCore, and add some liquid, ice and caustics :lol: I rendered with PhotonGI caustic cache because it adds a ni...
by Martini
Thu Aug 13, 2020 7:35 am
Forum: User Support
Topic: LuxCoreUI config error
Replies: 6
Views: 3318

Re: LuxCoreUI config error

I am being affected by this issue also (it makes exporting scenes to the standalone application unusable). Would it be possible to avoid completely using locale settings when exporting? I don't see a reason why you'd want to apply any locale to numeric IDs and such.
by Martini
Sun Jul 19, 2020 6:31 pm
Forum: Development
Topic: Add option to not consider light tracing samples for batch.haltspp?
Replies: 9
Views: 4327

Re: Add option to not consider light tracing samples for batch.haltspp?

I think that he means that if Eye rays are put to 512 samples and Light tracing is put at 128 samples, light racing will stop rendering so every frame inside an animation will have 512 eye samples and 128 light tracing samples, theoretically avoiding flickering between frames :) Yes, you are right....