Can we have infinite plane in luxcore?
Like a dedicated shader/object that represents endles plane, for ocean or endless ground etc..
infinite plane
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: infinite plane
Sky2 light source has such a thing (ground color, etc.) but I assume you are looking something where you can cast shadows, etc. Any particular reason to not just use a large square (made of 2 trinagles) ?
Re: infinite plane
if I want such mesh plane to cover everything under horizon it has to be massive, isn't such huge plane affecting performance of luxcore when it ends like 100km away?
Re: infinite plane
Ok, mesh seems to be working fine... Just have to figure how to do the fog on horizon
Haven't done some proper measurements but performance looks mostly unaffected (aside noise from sun reflections)
Re: infinite plane
Yes, it can be a problem if it's too large. It will increase the scene bounding box, which can introduce numerical precision issues in the code that uses this bounding box, e.g. the sun light source. So I recommend to keep the ground plane as small as possible.
Re: infinite plane
well good to know, thanks. However the plane can only be so small that it covers horizon... So still big.B.Y.O.B. wrote: ↑Fri Aug 30, 2019 5:45 pmYes, it can be a problem if it's too large. It will increase the scene bounding box, which can introduce numerical precision issues in the code that uses this bounding box, e.g. the sun light source. So I recommend to keep the ground plane as small as possible.
So maybe having it as a procedural rendertime object handled by luxcore would have benefits? Like vray does it? Or is this too much of a corner case to bother?
Re: infinite plane
imo, Iray has it best (especially for architects) since ground and more is being part of its Physical Sky