BlendLuxCore Development

Discussion related to the Engine functionality, implementations and API.
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Sharlybg
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Re: BlendLuxCore Development

Post by Sharlybg » Thu Mar 26, 2020 2:57 pm

The blend :
Lux_Shader_Ball.blend
(3.28 MiB) Downloaded 10 times
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Sharlybg
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Re: BlendLuxCore Development

Post by Sharlybg » Thu Mar 26, 2020 2:57 pm

Sharlybg wrote:
Thu Mar 26, 2020 2:57 pm
The blend :

Lux_Shader_Ball.blend

cpu and opencl don't show same result.
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B.Y.O.B.
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Sat Mar 28, 2020 11:59 am

I have added support for the "random per island" node to the Blender addon:
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Screenshot from 2020-03-28 12-58-11.png

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Sharlybg
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Re: BlendLuxCore Development

Post by Sharlybg » Sat Mar 28, 2020 12:33 pm

B.Y.O.B. wrote:
Sat Mar 28, 2020 11:59 am
I have added support for the "random per island" node to the Blender addon:
thanks mate.
just wonder how the node look with a texture map as input :?:
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Sat Mar 28, 2020 12:39 pm

Sharlybg wrote:
Sat Mar 28, 2020 12:33 pm
just wonder how the node look with a texture map as input
Not sure what you mean?
You get a random float value between 0 and 1, and you can use this in other nodes.
For example to drive the hue of a HSV node to generate colors, or as input for a color ramp, or in a color mix, etc.

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Sharlybg
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Re: BlendLuxCore Development

Post by Sharlybg » Sat Mar 28, 2020 4:54 pm

Not sure what you mean?
You get a random float value between 0 and 1, and you can use this in other nodes.
For example to drive the hue of a HSV node to generate colors, or as input for a color ramp, or in a color mix, etc.
I mean considering the actual image show wood planks of grey to white how we set node if it a texture instead of simple grey color variation.
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Re: BlendLuxCore Development

Post by Sharlybg » Sat Mar 28, 2020 4:58 pm

BTW we still miss a great node ( Layer weight node from cycles). The current hitpoint info node doesn't dynamically behave according to camera viewpoint like the one in cycles. It is a must have for realistic carpaint shader.


Here you can see some great example from jeff patton : https://jeffpatton.net/pt-portfolio/portfolio/
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Mon Mar 30, 2020 8:46 am

BlendLuxCore now supports custom split normals.
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cycles
cycles
lux
lux
cycles
cycles
lux
lux

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Re: BlendLuxCore Development

Post by B.Y.O.B. » Mon Mar 30, 2020 8:48 am

I added some new statistics, hopefully useful:
- mesh export time
- hair export time
- instancing time
- info about caches (enabled/disabled)
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Screenshot from 2020-03-30 03-20-15.png

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