Search found 3441 matches
- 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...
- 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.
- 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...
- 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.
I can limit the scalar default value of a socket, but I can't limit every pixel in a texture in the exporter.
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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.