The Lux renderer has rendered a pair of black boots as grey in my scene. I checked the settings and they are definitely black and render as black with the default 3Delight renderer.
Luxrender requires a smart way of thinking when you use it. If something appears as too gray, then chances are it's reflecting too much light. You probably have a glossy material with a low absorption and overly high specular values.
Note that anything over RGB: 64,64,64 is EXTREMELY shiny. I'd argue anything over RGB: 32,32,32 is too shiny for most standard objects.
Yes, that's the way many surfaces parameters work in LuxRender — for specular, its normal range is very, very low, it doesn't take much to bring it into the range of "unnaturally shiny" which ususally renders as fuzzy grey.
Something else you must watch out for is bump and displacement. In LuxRender, it's measured in metres, not cm like in 3Delight.
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Luxrender requires a smart way of thinking when you use it. If something appears as too gray, then chances are it's reflecting too much light. You probably have a glossy material with a low absorption and overly high specular values.
Note that anything over RGB: 64,64,64 is EXTREMELY shiny. I'd argue anything over RGB: 32,32,32 is too shiny for most standard objects.
That might explain why all my sci-fi pistols keep rendering white in 3delight
Yes, that's the way many surfaces parameters work in LuxRender — for specular, its normal range is very, very low, it doesn't take much to bring it into the range of "unnaturally shiny" which ususally renders as fuzzy grey.
Something else you must watch out for is bump and displacement. In LuxRender, it's measured in metres, not cm like in 3Delight.