Search found 434 matches
- Fri Nov 27, 2020 2:52 pm
- Forum: User Support
- Topic: Specular reflection vs diffuse reflection.
- Replies: 24
- Views: 15651
Re: Specular reflection vs diffuse reflection.
To me the actual disney halo problem seems to be much simpler as it looks. The specular disney shader, as i see it implemented in Lux, seems to me a simple reflection layer following a fresnel function on top of diffuse reflection. There are two parts to this in the Disney shader: 1) There is indee...
- Fri Nov 27, 2020 12:57 pm
- Forum: User Support
- Topic: strange behaviour of homogeneous scattering volume
- Replies: 17
- Views: 8209
Re: strange behaviour of homogeneous scattering volume
Ok thanks for the additional info. Really don't know why I resented the idea that VDI would be the organisation in this context :lol: You would certainly have to play with the anisotropy of the volume scattering to get this effect. I could imagine one could even recreate this test setup, and write a...
- Thu Nov 26, 2020 8:50 pm
- Forum: User Support
- Topic: strange behaviour of homogeneous scattering volume
- Replies: 17
- Views: 8209
Re: strange behaviour of homogeneous scattering volume
Looking back at the data sheets, you might be right that there should be a diffuse volume component to the DF range, however it really looks small if any in you images... Do you have any more explicit data on what DF"23" and "8N" actually mean? I didn't find anything on their web...
- Wed Nov 25, 2020 3:43 pm
- Forum: User Support
- Topic: Specular reflection vs diffuse reflection.
- Replies: 24
- Views: 15651
Re: Specular reflection vs diffuse reflection.
What do you think or suggest? Sorry, forgot to respond again... My follow-up on Disney was here . That makes it a bit clearer what you're after, thanks. I'm looking at the updated Disney model now as you can see from the thread I linked. But it will probably a persistent question after that: Is the...
- Wed Nov 25, 2020 3:23 pm
- Forum: User Support
- Topic: How to cite LuxCoreRender?
- Replies: 4
- Views: 2005
Re: How to cite LuxCoreRender?
There is no scientific- or conference paper about LuxCore if that's what you ask. Citing software in science generally is an "awkward" topic, partly because of that. As an alternative, you can also cite the GitHub repository, i.e. where the source-code is available, togther with a version ...
- Wed Nov 25, 2020 12:58 pm
- Forum: Development
- Topic: exr image output
- Replies: 24
- Views: 12159
- Wed Nov 25, 2020 12:44 pm
- Forum: Development
- Topic: exr image output
- Replies: 24
- Views: 12159
Re: exr image output
No, the factor 0.39 was the ratio between the scale factors for different gamma, not the scale factor itself. At gamma 2.2, this evaluates to 2.465e-4.
- Wed Nov 25, 2020 12:09 pm
- Forum: Development
- Topic: exr image output
- Replies: 24
- Views: 12159
Re: exr image output
So to get the same result I have to map maximum value in exr to 1 and after this apply gamma correction. You might still not end up with exactly the same result as the LuxCore output, because LuxCore doesn't apply normalisation but a scaling factor that depends on gamma. (Normalisation doesn't real...
- Tue Nov 24, 2020 6:50 pm
- Forum: Development
- Topic: Disney BRDF material
- Replies: 122
- Views: 71105
Re: Disney BRDF material
Be careful, Cycles has extend Disney material in multiple way including using no GGX model for micro-facets (something never even vaguely mentioned by Disney people). Do you refer to the "Multiscatter - GGX" ? I ask this because I only see two models in the cycles principled shader, GGX a...
- Tue Nov 24, 2020 6:33 pm
- Forum: User Support
- Topic: strange behaviour of homogeneous scattering volume
- Replies: 17
- Views: 8209
Re: strange behaviour of homogeneous scattering volume
Little addendum: I realised the sample is a bit darker than the background because I left the path depth at the default value of 6, so that a small Fresnel-reflection part is not traced. (Gamma correction then amplifies it.) So just increase the total and specular path depth a little and the result ...