Hi dev, I really like the LuxCore, cause it renders more realistic than Cycles IMO.
But it fails to render the Volume correctly, like someone posted before, it will intersect with the other objects and clip their shape.
And it fails to render the shadow of the smoke domain either, as you can see from the attachment, the shadow is cubic rather than the correct vapor shadow.
Can anyone help me? Thanks.
Smoke shadow is fake
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: Smoke shadow is fake
Shadow color controls through material output node. Dark glass - rise light bounce.
And I notice - for correct shape of volume -rise mesh density, so volume will have more information (smooth shading didn't give any effect for volume calculation).
Re: Smoke shadow is fake
Thank you for your reply!
For the dark glass, it always rendered dark and I don't know why even if I have set the bounce value to 20 (BiDir + Metropolis). Maybe it's because of the HDRI.
Anyway, there is an option in material output called Shadow Catcher if it's what you mentioned before, but it's unusable in the BiDir engine.
The mesh density? Do I have to subdivide the smoke domain object to get the correct render of the shadow? Sorry for so many questions, as I'm relatively new to the LuxCore, so just be able to get it working and still can't get the big picture of the engine.
Re: Smoke shadow is fake
Not shadow catcher but shadow color. Yes, here it is optional.potcode wrote: ↑Wed Dec 02, 2020 3:19 pm For the dark glass, it always rendered dark and I don't know why even if I have set the bounce value to 20 (BiDir + Metropolis). Maybe it's because of the HDRI.
Anyway, there is an option in material output called Shadow Catcher if it's what you mentioned before, but it's unusable in the BiDir engine.
The mesh density? Do I have to subdivide the smoke domain object to get the correct render of the shadow? Sorry for so many questions, as I'm relatively new to the LuxCore, so just be able to get it working and still can't get the big picture of the engine.
More smooth geometry - more smooth shadows and caustics.
Re: Smoke shadow is fake
So it's setting the shadow color, well...seems not dealing with the shadow shape?DionXein wrote: ↑Thu Dec 03, 2020 3:37 amNot shadow catcher but shadow color. Yes, here it is optional.potcode wrote: ↑Wed Dec 02, 2020 3:19 pm For the dark glass, it always rendered dark and I don't know why even if I have set the bounce value to 20 (BiDir + Metropolis). Maybe it's because of the HDRI.
Anyway, there is an option in material output called Shadow Catcher if it's what you mentioned before, but it's unusable in the BiDir engine.
The mesh density? Do I have to subdivide the smoke domain object to get the correct render of the shadow? Sorry for so many questions, as I'm relatively new to the LuxCore, so just be able to get it working and still can't get the big picture of the engine.
More smooth geometry - more smooth shadows and caustics.
I'm struggling to get the steam shadow references in the real world, but yeah..., it turns out that all I can get is the steam of the Valve.
I had another render using a brighter HDRI, the result looks cleaner, but it still has a black rim.
Re: Smoke shadow is fake
But usually there are always this black rim. Sometimes brighter, sometimes darker