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 …
Category: Rendering
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 …
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. …