Hi,
is there an option available in lux core that makes light sources emitting real world colors.
In classic lux was a "tabulated data" option that allows to include digitized spectral spread sheets.
Is this feature already somewhere hidden in lux core?
BR
Light sources using real world spectra
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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.
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Light sources using real world spectra
OS - Windows 7 X64
CPU - Intel CORE i7
GPU1 - Variants of notebook card from nVidia
GPU2 - Variants of notebook onboard card from Intel
Lux - Latest possible relaease
CPU - Intel CORE i7
GPU1 - Variants of notebook card from nVidia
GPU2 - Variants of notebook onboard card from Intel
Lux - Latest possible relaease
Re: Light sources using real world spectra
Yes, there is the support for blackbody, irregulardata, lampspectrum, etc. however they are textures and they can be used only in for the emission of materials and volumes (i.e. for area lights). All the not intersectable, environmental lights can use only constant values (not textures).lighting_freak wrote: ↑Tue Feb 20, 2018 5:55 pm is there an option available in lux core that makes light sources emitting real world colors.
In classic lux was a "tabulated data" option that allows to include digitized spectral spread sheets.
Is this feature already somewhere hidden in lux core?
For instance the syntax of irregulardata texture is:
Code: Select all
scene.textures.<tex_name>.type = irregulardata
scene.textures.<tex_name>.wavelengths = <a vector of wave lenghts>
scene.textures.<tex_name>.data = <a vector of values>
scene.textures.<tex_name>.resolution = <float>
scene.textures.<tex_name>.emission = <1 if used for a light source, 0 otherwise>
Re: Light sources using real world spectra
The irregular data texture is already usable in BlendLuxCore.
(Material node tree, Add menu -> Light -> Irregular Data)
I did not see a "tabulated data" texture in the LuxCore SDL manual - is irregular data the same with a different name, or is it not available (yet)?
(Material node tree, Add menu -> Light -> Irregular Data)
I did not see a "tabulated data" texture in the LuxCore SDL manual - is irregular data the same with a different name, or is it not available (yet)?
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Re: Light sources using real world spectra
"Tabulated data" was just a front-end to "irregular data" in old lux (notice the "return new IrregularDataTexture(n, &wl[0], &data[0], resolution);" at the end): https://bitbucket.org/luxrender/lux/src ... ew-defaultB.Y.O.B. wrote: ↑Wed Feb 21, 2018 5:16 pm The irregular data texture is already usable in BlendLuxCore.
(Material node tree, Add menu -> Light -> Irregular Data)
I did not see a "tabulated data" texture in the LuxCore SDL manual - is irregular data the same with a different name, or is it not available (yet)?
So it was basically an utility but you can achieve the same results using directly "irregular data".
Re: Light sources using real world spectra
I guess this frontend could be replicated in Python.
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- Posts: 234
- Joined: Thu Jan 18, 2018 6:02 pm
Re: Light sources using real world spectra
Hi,
having spectra that code special white lights from 380nm up to 780nm using a sampling of 5 to 10nm makes the irregular data input kind of confusing, doesn't it?
BR
having spectra that code special white lights from 380nm up to 780nm using a sampling of 5 to 10nm makes the irregular data input kind of confusing, doesn't it?
BR
OS - Windows 7 X64
CPU - Intel CORE i7
GPU1 - Variants of notebook card from nVidia
GPU2 - Variants of notebook onboard card from Intel
Lux - Latest possible relaease
CPU - Intel CORE i7
GPU1 - Variants of notebook card from nVidia
GPU2 - Variants of notebook onboard card from Intel
Lux - Latest possible relaease