lighting_freak wrote: Mon Jul 20, 2020 3:44 pm Might be the right time to introduce kind of brdf node that allows to define the portion of scattering types (matte, glossy, specular) per incidence angle. Ideally with some optional interpolation types (e.g. linear, exponential etc) between those points.
Search found 236 matches
- Thu Jul 23, 2020 2:16 pm
- Forum: User Support
- Topic: Angular roughness/Angular glossiness
- Replies: 23
- Views: 15865
Re: Angular roughness/Angular glossiness
- Mon Jul 20, 2020 3:44 pm
- Forum: User Support
- Topic: Angular roughness/Angular glossiness
- Replies: 23
- Views: 15865
Re: Angular roughness/Angular glossiness
Hi,
Might be the right time to introduce kind of brdf node that allows to define the portion of scattering types (matte, glossy, specular) per incidence angle. Ideally with some optional interpolation types (e.g. linear, exponential etc) between those points.
What do you think?
BR
Might be the right time to introduce kind of brdf node that allows to define the portion of scattering types (matte, glossy, specular) per incidence angle. Ideally with some optional interpolation types (e.g. linear, exponential etc) between those points.
What do you think?
BR
- Wed Jul 15, 2020 4:41 am
- Forum: User Support
- Topic: Volume absorption definition
- Replies: 1
- Views: 1543
Volume absorption definition
Hi all,
From measurements I know the exact transmission of some different coloured clear materials. Due to having this measurement with different thicknesses I'm able to calculate the absorption coefficient.
In old luxrender it was possible to transfer this absorption coefficient to the render ...
From measurements I know the exact transmission of some different coloured clear materials. Due to having this measurement with different thicknesses I'm able to calculate the absorption coefficient.
In old luxrender it was possible to transfer this absorption coefficient to the render ...
- Wed Jul 15, 2020 4:14 am
- Forum: User Support
- Topic: Angular roughness/Angular glossiness
- Replies: 23
- Views: 15865
Re: Angular roughness/Angular glossiness
Hi,
But if you select a static color instead of IOR the angular dependency is lost, isn't it?
BR
But if you select a static color instead of IOR the angular dependency is lost, isn't it?
BR
- Tue Jul 14, 2020 7:54 pm
- Forum: User Support
- Topic: Angular roughness/Angular glossiness
- Replies: 23
- Views: 15865
Re: Angular roughness/Angular glossiness
Hi all,
I think the "glossy" material node has an option called "IOR". If one select this the amount of reflection is calculated by Fresnel law.
The Fresnel law makes a reflection more bright with more plain observation angle.
Additionally the roughness parameter could be used to scatter this ...
I think the "glossy" material node has an option called "IOR". If one select this the amount of reflection is calculated by Fresnel law.
The Fresnel law makes a reflection more bright with more plain observation angle.
Additionally the roughness parameter could be used to scatter this ...
- Mon Jul 06, 2020 2:08 pm
- Forum: Computer Graphic News
- Topic: parallax mapping Fstorm
- Replies: 15
- Views: 23798
Re: parallax mapping Fstorm
Hi,
Thank you very much.
BR
From now on you're my personal hero. A test scene runs much quicker than before and reaches the good result in a time that I could get little animations with a single weekend of rendering.lacilaci wrote: Thu Jul 02, 2020 12:22 pm Not sure what's the problem, just switch to gpu and enable lighttracing.
Thank you very much.
BR
- Thu Jul 02, 2020 11:11 am
- Forum: Computer Graphic News
- Topic: parallax mapping Fstorm
- Replies: 15
- Views: 23798
Re: parallax mapping Fstorm
Hi,
with complicated light paths I meant something like that:
Lichtleiter_neu.jpg
I've added the blend-file to that post.
If you'd like you could try to find a solution to reach this result without biDir.
It would be really helpful for me to find something to speed those kind of visualisations ...
with complicated light paths I meant something like that:
Lichtleiter_neu.jpg
I've added the blend-file to that post.
If you'd like you could try to find a solution to reach this result without biDir.
It would be really helpful for me to find something to speed those kind of visualisations ...
- Wed Jul 01, 2020 5:13 am
- Forum: Computer Graphic News
- Topic: parallax mapping Fstorm
- Replies: 15
- Views: 23798
Re: parallax mapping Fstorm
Hello,
BiDir is still the only engine that seems to be able to manage complicated light paths...
I guess is often used by people that care about the physics based realism.Bidir isn't often used so it is not a lost
- Tue Jun 30, 2020 4:35 am
- Forum: User Support
- Topic: Reducing roughness by value
- Replies: 6
- Views: 5902
Re: Reducing roughness by value
Hi,
Thanks for your help.
This one is a good question too.
I had some troubles in the past as well:
Thanks for your help.
This one is a good question too.
I had some troubles in the past as well:
BRFox wrote: Thu Jun 25, 2020 11:56 am Are there any other FP32 limitations for volume absorption in small scale rendering, like jewelry?
- Fri Jun 26, 2020 4:20 pm
- Forum: User Support
- Topic: export IES file from Luzrender
- Replies: 4
- Views: 3336
Re: export IES file from Luzrender
Hi,
I would be interested in such a tool as well.
Could you please be a little more specific how you might get some [cd] values from luxcorerender?
BR
I would be interested in such a tool as well.
Could you please be a little more specific how you might get some [cd] values from luxcorerender?
BR