Disney BRDF material

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B.Y.O.B.
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Re: Disney BRDF material

Post by B.Y.O.B. »

I have pushed the BlendLuxCore implementation on the "2.79_maintenance" branch: https://github.com/LuxCoreRender/BlendL ... aintenance
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Re: Disney BRDF material

Post by Sharlybg »

B.Y.O.B. wrote: Wed Jun 05, 2019 11:08 pm I have pushed the BlendLuxCore implementation on the "2.79_maintenance" branch: https://github.com/LuxCoreRender/BlendL ... aintenance
Simon do you think that with this Disney BRDF shader we still need a shader translater from Luxcore to Cycles and vis versa ?
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Re: Disney BRDF material

Post by B.Y.O.B. »

Some translation will still be needed, yes.
But what I want to try is to use Cycles nodes directly, without the need to convert them to a LuxCore node tree.
However, I can't show messages in Cycles nodes (at least I think I can't) so I can't tell users in the UI which nodes are supported and which are not. For this reason it's very good to have the disney material as a baseline of interchange.
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Re: Disney BRDF material

Post by Dade »

B.Y.O.B. wrote: Thu Jun 06, 2019 8:47 am Some translation will still be needed, yes.
But what I want to try is to use Cycles nodes directly, without the need to convert them to a LuxCore node tree.
However, I can't show messages in Cycles nodes (at least I think I can't) so I can't tell users in the UI which nodes are supported and which are not. For this reason it's very good to have the disney material as a baseline of interchange.
What about having a "virtual" node in LuxCore materials where you can reference a Cycles material :idea: This kind of nodes can be also created automatically by a script to translate s Cycles to LuxCore scene.

The virtual node could also show all kind of diagnostic messages if the Cycles material can not be translated or can only be partially translated.
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Re: Disney BRDF material

Post by B.Y.O.B. »

That's a cool idea!
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Re: Disney BRDF material

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What about having a "virtual" node in LuxCore materials where you can reference a Cycles material :idea: This kind of nodes can be also created automatically by a script to translate s Cycles to LuxCore scene.
Huuuh :?:
That's a cool idea!
Want to say the same but don't really understand how this work :mrgreen:
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Re: Disney BRDF material

Post by madcat117 »

Dade fix broken network render since I already converted all of my 100 materials in my god scene to the glossy material aka the disney shader :twisted:
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Re: Disney BRDF material

Post by epilectrolytics »

...aaand it works!

Thanks Stefan, David and Simon!

First try with PBR wood and tile materials
(from here):
glossywater.jpg
^ glossy
v Disney
principwater.jpg
I was not able to tweak the parameters so that both look the same, roughness works totally different between the two.
Disney renders slower (450k/s vs 530k/s).
Last edited by epilectrolytics on Thu Jun 06, 2019 3:12 pm, edited 1 time in total.
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Re: Disney BRDF material

Post by Sharlybg »

Why is disney one look so dark ?
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Re: Disney BRDF material

Post by epilectrolytics »

I have no Idea, but you can adjust the brightness (of the reflections) with roughness and specular values.
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