All posts related to V3
User avatar
By T0M0
#387677
Will be the early build available before or after the webinar ? Thanks.
By itsallgoode9
#387678
T0M0 wrote:Will be the early build available before or after the webinar ? Thanks.
Was just watching the Youtube video of the new Multilight and in the comments it was said, from the team, that the beta will be available next week.
User avatar
By Aniki
#387722
Would love to see some SSS improvement samples/comparisons;)
By jfrancis
#387899
Image

Some very basic experimentation, just to start to get the hang of it.

Wizard SSS materials: honey, red wax, silicone gel

I'm not sure these dark boundaries (second image from top) are what I would have expected, especially for the honey/silicone gel border, but maybe that's correct based on how much light is reaching there?
By jfrancis
#387941
Image

A little more testing. I particularly wanted to see what would happen if the horizontal planes of two boxes were coincident in places.
By jfrancis
#387960
Image

Is this the "trick" Mihai was referring to before?
User avatar
By Mihai
#387963
Bingo! :mrgreen:

Thanks for posting these tests, looks like the SSS/Glass scenario works ok but it seems there can still be problems if surfaces are coplanar.
User avatar
By tom
#388054
Yes, coplanar surfaces are not supported with this method. In other words, don't do it. :)

Rendertime boolean using nested is fun! Remember you can use it with any material, not only dielectrics. So, it's very powerful when you need complicated cross-section renders without hollow walls. ;)
Image
By jfrancis
#388057
Would it be possible to add general rendertime Booleans?

I suppose the next question would be is it possible to smooth the slope discontinuity where the shapes meet at rendertime if desired?
User avatar
By eric nixon
#388340
Hello forum, its been a while since I posted here... (my pc was on-site for a couple of months, for a project)

Couple of 3.2 boolean tests;

red glass (priority 2), clear glass swirls (priority 1), swisscheese air holes (priority 0)

Image

and one with white sss swirls, I'm seeing that roughness 0 messes up these materials, they lose the attenuation (issue is not related to booleans)

Image

Using an 'air' material to boolean is pretty neat, but the material will block diffuse light (just like any transmissive can come up against the caustics of caustics issue). i.e. I tried to boolean holes out of the white sss material but the holes turned dark grey. Obviously it works with glass as in the first render, because the glass appearance wont be affected by the lack of GI.
Sketchup 2025 Released

Thank you Fernando!!!!!!!!!!!!!!!!!!!!!!!!!!! hwol[…]

I've noticed that "export all" creates l[…]

hmmm can you elaborate a bit about the the use of […]

render engines and Maxwell

Funny, I think, that when I check CG sites they ar[…]