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Re: BlendLuxCore Development

Posted: Sat Mar 09, 2019 12:59 pm
by tayo6
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?

Re: BlendLuxCore Development

Posted: Sat Mar 09, 2019 1:06 pm
by B.Y.O.B.
Hard to answer. What do you want to do exactly?

Re: BlendLuxCore Development

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

old setup
old setup
new setup
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.

Re: BlendLuxCore Development

Posted: Mon Mar 11, 2019 12:06 pm
by Sharlybg
Thank a lot for even trying ;)
And also for the alpha channel this will save a lot of time. :)

Re: BlendLuxCore Development

Posted: Mon Mar 11, 2019 12:25 pm
by Dade
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 :?:

Re: BlendLuxCore Development

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

Re: BlendLuxCore Development

Posted: Mon Mar 11, 2019 1:07 pm
by kintuX
Great work B.Y.O.B.

Re: BlendLuxCore Development

Posted: Mon Mar 11, 2019 1:34 pm
by Dade
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

Re: BlendLuxCore Development

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

Re: BlendLuxCore Development

Posted: Mon Mar 11, 2019 2:38 pm
by Dade
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.) ?