User contributions for Piita
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- 21:02, 7 December 2017 diff hist 0 N File:Luxcore materials glass.jpg current
- 18:34, 7 December 2017 diff hist +3,533 N LuxCoreRender Hair and Fur Created page with "LuxCoreRender includes a strand primitive to allow for efficient rendering of large collections of thin strands, such as hair, fur, grass, etc. It loads sets of curves in the..."
- 18:02, 7 December 2017 diff hist +67 LuxCoreRender Wiki →Information for Wiki Editors
- 17:47, 7 December 2017 diff hist +82 LuxCoreRender Wiki →Documentation
- 17:43, 7 December 2017 diff hist −89 LuxCoreRender Textures Blender
- 17:36, 7 December 2017 diff hist +4,749 N LuxCoreRender Textures Spectrum Created page with "<!-- =Colour and Spectrum= The colour of a light source or object depends on the wavelength of the light, or the combination of wavelengths at which a light source emits ligh..."
- 17:27, 7 December 2017 diff hist +138 LuxCoreRender Textures
- 17:19, 7 December 2017 diff hist +3,213 N LuxCoreRender Textures Fresnel Created page with "No LuxCore support yet. <!-- no luxcore support yet text is copy-paste from luxrender's wiki The fresnel textures are special textures used for loading optical data. The..." current
- 17:08, 7 December 2017 diff hist +8,594 N LuxCoreRender Textures Lux Created page with "In addition to the Blender Textures, LuxCoreRender support a number of its own procedural textures. These also include special textures for..." current
- 16:53, 7 December 2017 diff hist +9,887 N LuxCoreRender Textures Blender Created page with "LuxCoreRender includes an implementation of the procedural textures from Blender. This gives LuxCoreRender access to a powerful set of a textures to complement its own. Note t..."
- 14:31, 6 December 2017 diff hist +4,399 N LuxCoreRender Textures Created page with " == Color, Float and Fresnel Textures == In LuxCoreRender, all textures output one of three kinds of values: colors, floats (numerical data) or fresnel data (optical properti..."
- 12:07, 6 December 2017 diff hist +1,548 N Normal Mapping Created page with "Normal mapping is the process of using a texture to vary the surface normal of an object. It can be used to add details to a lower-poly mesh from a generated texture, or by us..."
- 09:30, 6 December 2017 diff hist +480 LuxCoreRender Materials
- 09:21, 6 December 2017 diff hist +28 LuxCoreRender Volumes
- 09:18, 6 December 2017 diff hist +11,122 N LuxCoreRender Volumes Created page with "LuxCoreRender includes a flexible and powerful volume system that controls how light behaves when it moves through objects or the space in-between objects. When creating a sc..."
- 21:37, 5 December 2017 diff hist +1,757 N LuxCoreRender Materials Rough Glass Created page with "The Rough Glass material represents a rough dielectric surface. It works well for frosted glass and some kinds of ice. == Options == === IOR === The index of refraction..."
- 21:24, 5 December 2017 diff hist +50 LuxCoreRender Materials Glass
- 21:19, 5 December 2017 diff hist +4,209 N LuxCoreRender Materials Glass2 Created page with "Glass2 is an updated version of the basic glass material. It is the recommended material for glass, crystals, gemstones, transparent plastics and clear liquids. It takes its..."
- 18:12, 5 December 2017 diff hist +5,170 N LuxCoreRender Materials Glass Created page with " The glass material represents a smooth dielectric substance. It works well for materials such glass, crystals, clear liquid, transparent plastic, and gemstones. == Options..."
- 17:21, 5 December 2017 diff hist +46 LuxCoreRender Materials Velvet