I've created a series of comparison renderings between Cycles and Luxcore both using Normal Maps and Bump Maps. I've used some rock pebble maps from CC0 with lots of details. There are versions with just the sphere and the HDRI in the background and there are versions with a ground plane below the sphere. Especially the versions with the ground plane show the issue with the black areas rather well. As mentioned before, there's also something going on with the bump maps. They look quite different and there are issues with dark areas and hard edges as well. Maybe this helps to find the culprit of the issue.
Actually, the lighting of Cycles looks totally wrong to me, the bright border of the sphere edges doesn't make sense, it is pulling light out of nowhere
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Dade wrote: Fri Mar 05, 2021 8:59 am
Actually, the lighting of Cycles looks totally wrong to me, the bright border of the sphere edges doesn't make sense, it is pulling light out of nowhere
It's just a single environment HDRI. Here's the comparison without the normal/bump maps enabled.
BTW, very first rendering of a bevel cube with v2.6 code:
Notice as it is true geometry (it is done with "capsules": https://www.shadertoy.com/view/Xt3SzX), not fake shading normal tricks (not even triangles). It also doesn't require to trace additional rays.
Based on paper: "Efficient Rendering of Rounded Corners and Edges for Convex Objects" (Simon Courtin, Sébastien Horna, Mickaël Ribardière Pierre Poulin and Daniel Meneveaux) https://simoncourtin.github.io/publicat ... vex-object
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Dade wrote: Tue Mar 09, 2021 10:20 am
BTW, very first rendering of a bevel cube with v2.6 code:
bevel.jpg
Notice as it is true geometry (it is done with "capsules": https://www.shadertoy.com/view/Xt3SzX), not fake shading normal tricks. It also doesn't require to trace additional rays.
Based on paper: "Efficient Rendering of Rounded Corners and Edges for Convex Objects" (Simon Courtin, Sébastien Horna, Mickaël Ribardière Pierre Poulin and Daniel Meneveaux) https://simoncourtin.github.io/publicat ... vex-object
Amazing as i can see many users ask for it. nice to see bevel features in LuxCore.
Dade wrote: Tue Mar 09, 2021 10:20 am
BTW, very first rendering of a bevel cube with v2.6 code:
Damn it. We ask for a Toyota and get a Lamborghini. I hope this works well on subtle bevels as well. If it does, I will skip 2.5 and head for 2.6 Alpha straight away.
Will the normal/bump issue be investigated nonetheless?