updated LuxBall scene
Posted: Thu Jan 21, 2021 11:16 am
I've updated the LuxBall test scene with the new text ^LuxCoreRender". There are 2 text, one is vertical, the other one is planar.
The scene was made in Rhinocheros a nurbs modeler and imported in blender since there is a good rhino *.3dm importer plugin available.
I'm not a blender user, so I kindly ask if someone is willing to set it up to work with blender + LuxCore and share here.
The scene contains a CornelBox, and the blender numeric grid floor
I've done 2 LuxBalls, one is the classic with filleted edges, while the second one has chamfered edges, I think better for metal materials.
This LuxBall should be more accurate than the one done by Kirs in blender for blender user, because creating perfect round holes with poligon modeler on a sphere is not that accurate like doing it in a cad one. It shoul also render faster at least it does on 3ds max.
I'm on 3ds Max using maxtolux, which is not in a final stage yet. I'm experiencing some weird reflections this is the Luxball inside the cornelbox, rendered with LuxCore, on the left there is to notice a weird reflection from the red wall
reflection issue which is missing while rendering the same scene with vray, see image below, using brute force-brute force, which they consider to be physically correct. the weird reflection is not to see in the vray version, there are other strange reflection from the green.
If someone is going to set the new luxball scene in blender, I kindly ask to render the luxball inside the cornel box, just to see if the wall reflection happens also when rendering from blender. textures for rendering test
Another anomaly I noticed is when rendering the luxball with mirror material applied, using a metric grid as floor, the reflected grid on the luxball looks warped, while this is not the case with vray. If there is interest, I'll upload these images too.
Tbhank you.
Edited: i just forgot to mention that the IOR is 1.5 in both renderer, reflection amount are the same, the rainbow map is used for the specular, color and transparency slot.
The scene was made in Rhinocheros a nurbs modeler and imported in blender since there is a good rhino *.3dm importer plugin available.
I'm not a blender user, so I kindly ask if someone is willing to set it up to work with blender + LuxCore and share here.
The scene contains a CornelBox, and the blender numeric grid floor
I've done 2 LuxBalls, one is the classic with filleted edges, while the second one has chamfered edges, I think better for metal materials.
This LuxBall should be more accurate than the one done by Kirs in blender for blender user, because creating perfect round holes with poligon modeler on a sphere is not that accurate like doing it in a cad one. It shoul also render faster at least it does on 3ds max.
I'm on 3ds Max using maxtolux, which is not in a final stage yet. I'm experiencing some weird reflections this is the Luxball inside the cornelbox, rendered with LuxCore, on the left there is to notice a weird reflection from the red wall
reflection issue which is missing while rendering the same scene with vray, see image below, using brute force-brute force, which they consider to be physically correct. the weird reflection is not to see in the vray version, there are other strange reflection from the green.
If someone is going to set the new luxball scene in blender, I kindly ask to render the luxball inside the cornel box, just to see if the wall reflection happens also when rendering from blender. textures for rendering test
Another anomaly I noticed is when rendering the luxball with mirror material applied, using a metric grid as floor, the reflected grid on the luxball looks warped, while this is not the case with vray. If there is interest, I'll upload these images too.
Tbhank you.
Edited: i just forgot to mention that the IOR is 1.5 in both renderer, reflection amount are the same, the rainbow map is used for the specular, color and transparency slot.