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Using luxus with luxcorerender
Using luxus with luxcorerender






using luxus with luxcorerender

Using luxus with luxcorerender Pc#

So while Cycles does seem to be idle in improvements on render quality and features, it’s just a very powerful workhorse which can solve almost any technical hurdle.For me, as a fanbois of AMD going back to my first PC in 1990, a Tanden laptop which had an AMD 286 at 12 mhz, after ditching my trusty Commodore 64, and hopping that laptop up with a Cyrix math co-processor, and having AMD CPU's, GPUs and eventually APUs in every PC and laptop for the next 30 years.I think I will be transitioning over to Intel and Nvidia. Luxcorerender doesn’t have a Bevel shader but might be able to handle to projection mapping randomization ( I would have to check that in time). Octane Render misses the flexibility in projection mapping and randomization but has a Bevel edge option. Depending on what kind of work you do this can be different reasons of course. Often each of them has some crucial features missing, that makes the switch just that little bit too hard to do. The massive amount of nodes and the possibilities that come along with it, is one of the big reasons - maybe the biggest one, users are not switching to other renderers that easily. But of course a dedicated Triplanar node is preferable and easier to handle.

using luxus with luxcorerender

I use Triplanar mapping with Cycles for a long time now.

using luxus with luxcorerender

Many artist just throw bevel shader everywhere for those rounding that are natural everywhere and it adds realism as it shows specular on edges.Ĭycles doesn’t have a Triplanar Mapping node but with it’s impressive amount of nodes, it’s not hard to create one. Lux has pretty one true triplanar but bevel shader is missing here. Cycles has bevel shader but doesn’t have decent triplanar mapping and I spent time for some hand unwrapping. So my workflow looks like this: using everywhere bevel shader to add fake rounding (results are great) and project texture without unwrapping. And I use triplanar mapping because it’s hard to unwrap those big, complex CAD models (and baking bevel would be tedious or not practical because of texture resolution) I work with CAD models where it’s better to add bevel shader than adding bevel modifier (it is heavy and can ruin everything). However Bevel could be implemented by other mean.Īt the moment, people are just backing the Bevel with Cycles and than use the backed texture in LuxCoreRender (remember that Cycles Bevel is a trick like normal bump mapping, not a real geometry Bevel). Here a video of v2.5 at work on a RTX2080 (Optix RTX + Denoiser at work with hardware support):Ĭycles Bevel traces rays inside a shader and that is something is not currently supported in LuxCore and will not for any foreseeable future (it is a very bad idea for GPUs). Added the support for holdout (issue #423).Subdiv shape now supports multiple vertex UVs, colors, alphas and AOVs (issue #416).Any mesh UV map can now be used for displacement (issue #416).It is now possible to disable Optix (with property ) even if it is detected and available.Added the support for CATMULLROM pixel filter (issue #415).Added the support for SINC pixel filter (issue #415).Added the support for lateral and longitudinal chromatic aberration (issue #409).Variance clamping is now applied separately to each radiance group (issue #414).Added the support for camera bokeh with custom distribution.Added the support for camera not uniform and anamorphic bokeh (issue #409).batch.haltspp now supports 2 parameters too in order to have separate halt conditions for eye and light tracing.GPU imagepipeline now allocated buffers for only the used AOVs by each plugin.Added the support for Optix denoiser imagepipeline plugin.Added the support for Optix/RTX acceleration.Here are some of the new features that are already available in latest builds:








Using luxus with luxcorerender