Search found 4711 matches

by Dade
Mon Nov 23, 2020 8:35 pm
Forum: Development
Topic: Disney BRDF material
Replies: 122
Views: 70035

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...
by Dade
Mon Nov 23, 2020 2:38 pm
Forum: Development
Topic: Disney BRDF material
Replies: 122
Views: 70035

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.
by Dade
Sun Nov 22, 2020 9:43 pm
Forum: Development
Topic: Disney BRDF material
Replies: 122
Views: 70035

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...
by Dade
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.
by Dade
Sat Nov 21, 2020 10:28 am
Forum: Development
Topic: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Replies: 661
Views: 428181

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-...
by Dade
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: 2890

Re: Luxcore 2.3 crashes Blender 2.83.8 with IODN enabled

cleaver wrote: Sat Nov 21, 2020 9:54 am I'll definitely try 2.5 beta. Is there any particular reason why 2.4 would measure less Samples/Sec than 2.3 with my hardware?
Yes, v2.4 has a single GPU kernel that is compiled only once while v2.3 requires a kernel compilation nearly for each rendering.
by Dade
Fri Nov 20, 2020 10:56 pm
Forum: User Support
Topic: Where the bump gets strange
Replies: 29
Views: 10960

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...
by Dade
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: 2890

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.
by Dade
Fri Nov 20, 2020 3:53 pm
Forum: User Support
Topic: Where the bump gets strange
Replies: 29
Views: 10960

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...
by Dade
Fri Nov 20, 2020 1:06 pm
Forum: User Support
Topic: Where the bump gets strange
Replies: 29
Views: 10960

Re: Where the bump gets strange

B.Y.O.B. wrote: Fri Nov 20, 2020 12:55 pm This parameter is not yet exposed in the addon.
What would be good min/max limits for it, and what could be a good descriptive tooltip text?
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).