neo2068 wrote: ↑Tue Mar 27, 2018 8:53 pm
I like the new volume rendering.
Me too.
I will have to rework the "fire and smoke" preset in BlendLuxCore, currently it does not include scattering (only absorption) because that was so slow, now I can add it.
neo2068 wrote: ↑Tue Mar 27, 2018 8:53 pm
I like the new volume rendering.
Me too.
I will have to rework the "fire and smoke" preset in BlendLuxCore, currently it does not include scattering (only absorption) because that was so slow, now I can add it.
Yes, I saw that yesterday during testing. I can change that, too, but not from work.
i7 5820K, 32 GB RAM, NVIDIA Geforce RTX 2080 SUPER + GTX 1080, Windows 10 64bit, Blender 2.83.5
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neo2068 wrote: ↑Tue Mar 27, 2018 8:53 pm
I like the new volume rendering.
Me too.
I will have to rework the "fire and smoke" preset in BlendLuxCore, currently it does not include scattering (only absorption) because that was so slow, now I can add it.
There is also emission
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Odilkhan Yakubov wrote: ↑Thu Mar 29, 2018 1:26 am
Is it possible to integrate Random Walk SSS and Micropolygon Displacement like Cycles did?
It is like 7 years we do Random Walk SSS It is the only way we have always rendered volumes. Lux, by design, usually supports only solutions leading to the "ground true" (i.e. unbiased) and avoids approximations and/or tricks.
Odilkhan Yakubov wrote: ↑Thu Mar 29, 2018 1:26 am
Micropolygon Displacement like Cycles did?
We had the support for displacement in the old Lux but it was insanely slow. However yes, we should add the support in the future, it is something useful.
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Odilkhan Yakubov wrote: ↑Thu Mar 29, 2018 1:26 am
Is it possible to integrate Random Walk SSS and Micropolygon Displacement like Cycles did?
It is like 7 years we do Random Walk SSS It is the only way we have always rendered volumes. Lux, by design, usually supports only solutions leading to the "ground true" (i.e. unbiased) and avoids approximations and/or tricks.
Odilkhan Yakubov wrote: ↑Thu Mar 29, 2018 1:26 am
Micropolygon Displacement like Cycles did?
We had the support for displacement in the old Lux but it was insanely slow. However yes, we should add the support in the future, it is something useful.
1. So, how can I make SSS effect using Random walk method? Any tut for it?
2. When is it come? Any date?
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