Re: LuxCore v2.3 proposed features
Posted: Sat Oct 05, 2019 10:14 am
It could be implemented as an imagepipeline plugin: https://wiki.luxcorerender.org/Writing_ ... ine_Plugin
Try setting the pixel filter to "none".
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It could be implemented as an imagepipeline plugin: https://wiki.luxcorerender.org/Writing_ ... ine_Plugin
Try setting the pixel filter to "none".
I do, always... renders are always way too blurry still. Can't get razor sharp pixels unless I fix it in post or render way higher resolution and downscale. Not sure whats the cause of this.B.Y.O.B. wrote: Sat Oct 05, 2019 10:14 amIt could be implemented as an imagepipeline plugin: https://wiki.luxcorerender.org/Writing_ ... ine_PluginTry setting the pixel filter to "none".
I assume renders are too blurred after denoising. I doubt you can have blurred renderings with "NONE" pixel filterlacilaci wrote: Sat Oct 05, 2019 10:21 am I do, always... renders are always way too blurry still. Can't get razor sharp pixels unless I fix it in post or render way higher resolution and downscale. Not sure whats the cause of this.
denoising definitely adds some of it's own blurring but just a little bit and with enough samples almost none.Dade wrote: Sat Oct 05, 2019 10:35 amI assume renders are too blurred after denoising. I doubt you can have blurred renderings with "NONE" pixel filterlacilaci wrote: Sat Oct 05, 2019 10:21 am I do, always... renders are always way too blurry still. Can't get razor sharp pixels unless I fix it in post or render way higher resolution and downscale. Not sure whats the cause of this.![]()
They didn't collected a lot of votes: viewtopic.php?f=5&t=308lighting_freak wrote: Tue Oct 08, 2019 8:06 pm one more question is it already too late to ask what happend to the features that were postponed from V2.2?
I placed some wishes for integration of more scientific material definitions (like tabulated data from old lux render)
I really have lots of troubles to transfer wavelenght dependent material propertied (in real world) into something that really works with this RGB input that we have at the moment.
Another wish were the more scientific specification for scattering volumes (Heyney Greenstein coefficients maybe)
Additionally an option that allows to define the surface scattering for transparent and pure reflective surfaces (incidence angle dependent) - some kind of unique BSDF defintion - would be lovely for my tasks.
Unfortunatly true!They didn't collected a lot of votes:
That looks very nice! How does it compare to IES files?lighting_freak wrote: Mon Oct 14, 2019 4:45 am This ray files describe very well the light behaviour in near field luminance as well as far field intensity. They can also be generated individually to integrate more complex lighting scenarios with little calculation effort.