Convert World Sky Texture and Sun to Cycles
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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.
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- Posts: 8
- Joined: Sat May 11, 2019 1:58 pm
Re: Convert World Sky Texture and Sun to Cycles
Settings are the same. Color is Filmic base contrast. Lux produces different world and sun lights.
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- Posts: 8
- Joined: Sat May 11, 2019 1:58 pm
Re: Convert World Sky Texture and Sun to Cycles
Settings are the same. Color is Filmic base contrast. Lux produces different world and sun lights.Sharlybg wrote: Thu May 16, 2019 4:21 pmLook like tonemapping isn't the sameMaxNadolny wrote: Thu May 16, 2019 3:42 pm The second image is Cycles. Personally I prefer Lux render result.![]()
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- Posts: 8
- Joined: Sat May 11, 2019 1:58 pm
Re: Convert World Sky Texture and Sun to Cycles
Thank you very much for your opinion.CodeHD wrote: Thu May 16, 2019 4:40 pm I like the Lux result a bit better
pro-lux:
- the stacks of plates have stronger shadows in between (not necessarily more correct, but looks nicer), and it looks a bit overexposed on the top, which I would expect from a photo in this situation. The cycles plates are very "milky", like when you reduce highlights in a raw converter.
- I like the color of the bottles better
- The fume hood look more like metal. Cycles is too flat. (concerns the other metals parts, too, though too a lesser degree)
- I like the floor a bit better. Unnaturally glossy in cycles for wood (?)
pro-cycles:
- Some of the pots stored under the table are more glossy, which I like for the same reason as the fume hood in lux.
-pro-neither:
- The reflection seen on the pots is very different. I wonder why that is? You definitley made changes between the images, I can see some of the cupboard-door-knobs moving![]()
- In both cases, maybe some texturing is missing. You know, giving everything those slight imperfections like scratches or a speck of dirt. I like, for example, that you didn't stack the plates perfectly![]()
In cycles mostly all the materials are made using Principled BSDF. Plates look like milky because of SSS. To me it looks more ceramic like.
I made a little changes in cycles version, like fixed door knobs position and made floor more reflective.
I don't know why reflections are so different. I was trying to get exact the same result in Cycles as Lux render. But it's different. I found that sun and world light different with the same settings in both render engines. May be the reflection problems because of that.
It's a good idea to add imperfections to my materials. May be in future version.