Re: BlendLuxCore Development
Posted: Wed Aug 19, 2020 2:04 am
Is there any plans on:
*. GPU compute for BDPT integrator;
*. Support all Cycles nodes/settings.
*. GPU compute for BDPT integrator;
*. Support all Cycles nodes/settings.
Show your work, get help, participate in development
https://forums.luxcorerender.org/
Probably an error , anyway your signature is a bit too bloody. It doens't even serve the purposes as it tend to distract a lot.Odilkhan Yakubov
Just a little bit changedSharlybg wrote: Wed Aug 19, 2020 8:43 amProbably an error , anyway your signature is a bit too bloody. It doens't even serve the purposes as it tend to distract a lot.Odilkhan Yakubov![]()
Very nice indeed this one.Just a little bit changed
Currently Lux's render passes are missing some quite important things for this process to be effective. Firstly, the light tracing and photons are not available at all (although technically it is possible to subtract all the other passes from the original image, this is not great). Second, the normal pass stops at the first intersection so you cannot see normals refracted behind transparent surfaces, or in glossy or specular reflections. Third, I think you cannot get volumetric data at all (I did not spend much time looking for this one, though).juangea wrote: Mon Jul 13, 2020 7:52 pm I'll try to assemble some example, I'm kind of missing from Discord and the forum because I'm a bit overwhelmed, but I'll see what I can do![]()
I was skeptical at first, too, but I tried it in Cycles and it actually does increase the quality substantially! There are some good examples here: https://gumroad.com/l/superimagedenoiserB.Y.O.B. wrote: Mon Jul 13, 2020 4:44 pmI don't see how denoising each pass individually would benefit the result. It would certainly decrease the responsiveness of the setup a lot, though.juangea wrote: Mon Jul 13, 2020 4:20 pm I would add the option to have the denoise inside the node group, per pass, it will deliver better overall result I think.
Can you show images that prove a benefit of denoising individual lightgroup AOVs versus denoising the sum of the AOVs?
Thank you! But i talk about randomization of UV maps. I know how to make it in Cycles (UV mapping node - separetae XYZ - math node -X/Y - math node +random per island - combine XYZ - texture map) but....seems it impossible in Luxcore....
I think this needs to be fixed in LuxCore itself, I can look into it.Sharlybg wrote: Wed Aug 26, 2020 5:45 am Any way to randomize color in procedurale brick texture in blendluxcore ?
The cycles one come random by default i can't redo it in blendluxcore.
In latest builds you can do it like this:Sharlybg wrote: Wed Aug 26, 2020 5:45 am And a user on youtube ask for that one ramdom UV maps. here his comment :
Thank you! But i talk about randomization of UV maps. I know how to make it in Cycles (UV mapping node - separetae XYZ - math node -X/Y - math node +random per island - combine XYZ - texture map) but....seems it impossible in Luxcore....