Search found 3441 matches

by B.Y.O.B.
Wed Feb 21, 2018 3:10 pm
Forum: User Support
Topic: UV Mapping Rotation
Replies: 10
Views: 11955

Re: UV Mapping Rotation

Yes, it works quite well. I already used this procedure in the Unreal Engine in the past. I think I will create a convenience node that encapsulates this functionality, because the node tree gets quite large when you have to duplicate the setup for each texture type (diffuse, normal, specular, rough...
by B.Y.O.B.
Tue Feb 20, 2018 8:01 pm
Forum: User Support
Topic: UV Mapping Rotation
Replies: 10
Views: 11955

Re: UV Mapping Rotation

Finally had time to try it in a scene I'm working on.

without_scrambling.jpg
with_scrambling.jpg
with_scrambling_uvs.jpg
setup.PNG
by B.Y.O.B.
Mon Feb 19, 2018 10:28 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 518775

Re: BlendLuxCore Development

However I could also implement this differently: If "use IOR" is enabled, I could hide the "Specular Color" socket and export specular color as (1, 1, 1) so the user can not make a mistake here. It would take away the user's choice (to do something wrong). I could also make a sp...
by B.Y.O.B.
Mon Feb 19, 2018 9:55 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 518775

Re: BlendLuxCore Development

Then it should be clamped in LuxCore (after index->GetFloatValue(hitPoint)).
I can limit the scalar default value of a socket, but I can't limit every pixel in a texture in the exporter.
by B.Y.O.B.
Mon Feb 19, 2018 9:52 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 518775

Re: BlendLuxCore Development

By the way, a more important issue about the glossy material in my opinion is the following: Even if the specular color is set to pure black, glossy shows specular reflections at grazing angles. This is especially a problem if you try to use specularity maps - they can never switch off the reflectio...
by B.Y.O.B.
Mon Feb 19, 2018 9:44 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 518775

Re: BlendLuxCore Development

Ok I implemented IOR for glossy (glossy coating still to do). I wrote the attached tooltip. Hope the explanation is correct. However I could also implement this differently: If "use IOR" is enabled, I could hide the "Specular Color" socket and export specular color as (1, 1, 1) s...
by B.Y.O.B.
Mon Feb 19, 2018 8:00 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 518775

Re: BlendLuxCore Development

1. Glossy Material is still missing "Use IOR" option ;) By the way I'm not sure why people keep nagging me about this feature and seem to be super keen on it. If I look at the code, it just seems to be a scale factor for the specular color: https://github.com/LuxCoreRender/LuxCore/blob/ma...
by B.Y.O.B.
Mon Feb 19, 2018 7:29 pm
Forum: Development
Topic: How to Contribute
Replies: 0
Views: 32134

How to Contribute

How to contribute as a developer If you think that LuxCore or the Blender addon needs an improvement, and you have implemented it yourself, you can use the following procedure to send your changes to us. If you want to participate in development and you need inspiration, you can look at the issues ...
by B.Y.O.B.
Mon Feb 19, 2018 7:25 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 911
Views: 518775

Re: BlendLuxCore Development

2. Tried using IOR node for Mixing Materials (Matte + Glossy Coat, IOR pluged in 'Mix Factor') but that doesn't work. 'Material 1' gets occluded (black). IOR output is a floating point number (e.g. 1.5). Mix factor is a floating point number that is clamped to 0..1 range (0: only show material 1, 1...
by B.Y.O.B.
Mon Feb 19, 2018 5:59 pm
Forum: User Support
Topic: UV Mapping Rotation
Replies: 10
Views: 11955

Re: UV Mapping Rotation

Thanks! I added support for it to the addon.