BlendLuxCore Development

Discussion related to the Engine functionality, implementations and API.
tayo6
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Re: BlendLuxCore Development

Post by tayo6 » Sat Mar 09, 2019 12:59 pm

B.Y.O.B. wrote:
Fri Feb 02, 2018 7:19 pm
Next alpha release will have a lot of quality of life/workflow improvements regarding node trees.


scrn_2018-02-02_20-20-14.png

Also, a crappy test render:
Hello, does this volume node works with an alpha texture?

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B.Y.O.B.
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Sat Mar 09, 2019 1:06 pm

Hard to answer. What do you want to do exactly?
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B.Y.O.B.
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Mon Mar 11, 2019 11:58 am

I have added to BlendLuxCore something I should have done a long time ago: the ability for nodes to have multiple output sockets.
This makes more user-friendly nodes possible.
For example, I have added an "Alpha" socket to the image node:

2019-03-11_12-56-07.png
old setup
2019-03-11_12-56-24.png
new setup
Sharlybg wrote:
Sat Mar 02, 2019 9:00 pm
What about this facing node ?
I am currently looking into this, along with the new vector math textures.
To make it work with Bidir, I would have to add a new variable "cameraDir" to the HitPoint struct, I haven't checked yet if that's possible but I guess it is.
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Sharlybg
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Re: BlendLuxCore Development

Post by Sharlybg » Mon Mar 11, 2019 12:06 pm

Thank a lot for even trying ;)
And also for the alpha channel this will save a lot of time. :)
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Dade
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Re: BlendLuxCore Development

Post by Dade » Mon Mar 11, 2019 12:25 pm

B.Y.O.B. wrote:
Mon Mar 11, 2019 11:58 am
Sharlybg wrote:
Sat Mar 02, 2019 9:00 pm
What about this facing node ?
I am currently looking into this, along with the new vector math textures.
To make it work with Bidir, I would have to add a new variable "cameraDir" to the HitPoint struct, I haven't checked yet if that's possible but I guess it is.
Isn't the intoObject field what you are looking for :?:
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B.Y.O.B.
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Mon Mar 11, 2019 12:31 pm

Dade wrote:
Mon Mar 11, 2019 12:25 pm
Isn't the intoObject field what you are looking for :?:
No, the Cycles "facing" property just has a weird name.
Internally it computes

Code: Select all

Dot(cameraDir, shadingNormal)
https://github.com/dfelinto/blender/blo ... snel.h#L58

But front/backfacing info is also something I'd like to expose.
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kintuX
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Re: BlendLuxCore Development

Post by kintuX » Mon Mar 11, 2019 1:07 pm

Great work B.Y.O.B.

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Re: BlendLuxCore Development

Post by Dade » Mon Mar 11, 2019 1:34 pm

B.Y.O.B. wrote:
Mon Mar 11, 2019 12:31 pm
No, the Cycles "facing" property just has a weird name.
Internally it computes

Code: Select all

Dot(cameraDir, shadingNormal)
https://github.com/dfelinto/blender/blo ... snel.h#L58

But front/backfacing info is also something I'd like to expose.
I use the geometry normal but it is otherwise the same of intoObject: https://github.com/LuxCoreRender/LuxCor ... df.cpp#L52
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Mon Mar 11, 2019 1:48 pm

Dade wrote:
Mon Mar 11, 2019 1:34 pm
I use the geometry normal but it is otherwise the same of intoObject: https://github.com/LuxCoreRender/LuxCor ... df.cpp#L52
But intoObject is a boolean, while the Cycles node returns a float.
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Re: BlendLuxCore Development

Post by Dade » Mon Mar 11, 2019 2:38 pm

B.Y.O.B. wrote:
Mon Mar 11, 2019 1:48 pm
Dade wrote:
Mon Mar 11, 2019 1:34 pm
I use the geometry normal but it is otherwise the same of intoObject: https://github.com/LuxCoreRender/LuxCor ... df.cpp#L52
But intoObject is a boolean, while the Cycles node returns a float.
Well, do the Dot() inside the texture if you have but don't add a field to HitPoint object (i.e. GPU memory usage).

Anyway, it is in general a wrong concept, Cycles is only a path tracer, how you are supposed to know the camera dir while tracing paths from the light sources (i.e. BiDir, PhotonGI, etc.) ?
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