Walls (plaster, cement, bricks, etc.), ceramic tile walls, fabrics, leather. If I can suggest important materials
Without GPU acceleration, Intel Embree, Intel OIDN is going to be a bit limited. I have also some serious doubt about ARM performance for rendering (if you ask me, it is going to be very slow compared to latest AMD CPUs).
However things can change: may be Metal support in LuxCore, Embree has been ported to ARM in the past, Apple has a lot of money and could design a fast high-end ARM CPU (but it would be simpler to just buy AMD…).
I’m going to spend some time exploring LuxCoreRender again. Looking forward to it.
A few questions:
- Does SSS only work properly when rendering with CPU?
- If SSS also works with GPU, are there GPU rendering modes that don’t render SSS (properly) ?
- Is there a list of light type presets you can choose from for easy and physically accurate light strength assignment (e.g. candle, incandescent bulb, softbox, etc.) ?
Thanks!
SSS works the same on CPU and GPU, there are no exceptions.
However, it might be a bit strange to setup coming from Cycles: you need an interior volume with scattering to have SSS inside an object, and the material needs to let light through.
This page might help: https://wiki.luxcorerender.org/Subsurface_Scattering
Under Light > Lamp Spectrum in the node editor, there are a couple of presets like this. However you can only apply them to meshlights, as other light types are not node-based in LuxCore.
Yeah this will be an interesting topic to see evolve.
I was told my app developers that they think that the ARM will grow very well - but I have my doubts about the ability to reach what AMD recently did!
And then there is the question about GPUs !!!
Thanks.
Are there disadvantages of using mesh lights as opposed to regular Blender light types? I can imagine that more polygons require more light path tracing.
No, as long as the meshlight has a low triangle count. The Blender area light is translated to LuxCore as a meshlight with 2 triangles as well.
The main problem of high-poly meshlights is that they take away direct light sampling (DLS) resources, so other lights are sampled less in comparison, which might make the scene appear noisy. For this reason, LuxCore automatically disables DLS on meshlights with more than 256 triangles, but you can override this in the emission settings.
You also have updated video tutorial here :
Hi,
I’ve been searching for the Shadow Catcher in the latest daily beta version of BlendLuxCore, but I can’t seem to find it. Is it a material, or a setting?
Thanks.
Very strange i just upload a tutorial about it today !
Want to integrate any model into a photo or an HDRi ?
learn to use luxcore shadow catcher feature.
Support the channel and LOL library project here : https://www.patreon.com/Draviastudio
Download luxcore Beta 1 here :
https://forums.luxcorerender.org/viewtopic.php?f=9&t=736
Hehe, the 3 arrows are really nice.
Cheers, mib
Thanks! I still have to find my way around in the world of LuxCoreRender, but I really like what I’ve learned so far. Brings back pleasant memories of my Maxwell Render years in the mid-2000s.
I’ve learned a lot of interesting LuxCoreRender knowledge from your videos. Thanks, and keep up the good work.
Created my first LuxCoreRender rendering today. LuxCore!
welcome to the party!
the viewport denoiser is amazing isnt it?
I find lighting in Lux to feel more natural than Cycles specifically when using BiDirectional.