Luxcorerender render test

This is my first post, use luxcorerender2.6 rendering test on blender3.5, walls and curtains is modeling, the rest of the objects were the content of the library, lux material used is the content of the library lux. Hope to get your advice, thank you very much!


Nice lighting, my favorites are 21 and 23.

When I used Lux for similar tests after some time I start changed the auto tone mapper in the camera for Reinhard. Lux also support False color in the View Transform so You can be more mindful about light and dark tones when You “paint” with light the scene.
The one thing thats for me was quite a weird experience was that the same scene with different light intensity (and noise levels) created very different render times. Some lighting setup that was taken in 1500samples was very noisy and after some light tweaks about 300samples made a perfect render (visually the results were almost the same). Thats why I stopped using auto tone mapping and start checking light intensity with false colors.

Thank you! What do you mean set into reinhard here?

yeah, exactly that setting
the default tone mapper IMO doing something like “auto-exposure” tries to balance the amount of light that’s why I changed it to Reinhard and, because of the linear preview of rendered scenes, I stopped eyeballing light setups and start trying to balance histogram by checking View Transform. I know that setting lights to be more balanced (grey and green tones in False Colour) make a visual appearance more “flat” but after rendering with help of light groups I was able to add more mood to the scene quickly by playing with the compositor.
Dravia makes very nice tutorial about this -

Thank you so much b2przemo! I truly appreciaty it.

1 Like

Another question, in the vray, can set the light to the skylight reduced manic, entrance, and doesn’t keep out the lights. In luxcorerender whether it can be set area lights, don’t keep out the light?

I dont know Vray so, its hard for me to understand what result You aim but, I don’t think similar behavior (exclude light from other lights) can be set up in the lux.
As far I know devs wanted to create the lux more like a physically based render, which is why they don’t add full support of cycles nodes (like layer weight in shaders) or light linking.
– kind of topic but…
If You want to invest more time digging into this topic is better to ask at the lux core forum. Lux forum or asking Dravia (sharlybg) about this.