When setting up materials in LuxRender one needs to be conscious about it’s physically based nature. Thus it helps to know how how the various materials are modeled and how the parameters related to the real world. In this series of articles I’ll try to give some insight into this. First up are the basic …
Tag: luxrender
One of the main features in the upcoming release of LuxRender is proper absorption in transparent media. Before, transparent materials, such as glass, had a single “transmission color”. As a ray entered the material, it was modulated (multiplied) by this color and again if it exited. The problem is that this doesn’t really match how …
Lots of bugs have been fixed in LuxRender since RC5, and if all goes well, the 0.6 release is right around the corner. Since we’ve had to move hosts recently, I’ve added the files here as a mirror in case something goes wrong: MS-Windows® Windows 32bit SSE2: luxrender_v06_RC6_win32_SSE1.zip (4.14 Mb) recommended Windows 32bit SSE1: luxrender_v06_RC6_win32_SSE2.zip …
Finally found some time to experiment with Blender’s Fluid simulator. Very easy to use, however I quickly discovered that an OpenMP enabled build would have been preferable, as well as a x64 version. I started simple with a drop hitting the floor, and rendered it using LuxRender. My poor Q6600 spent roughly 80 cpu-hours on it. …