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Re: BlendLuxCore Development

Posted: Thu Mar 26, 2020 2:57 pm
by Sharlybg
The blend :
Lux_Shader_Ball.blend
(3.28 MiB) Downloaded 214 times

Re: BlendLuxCore Development

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

Lux_Shader_Ball.blend

cpu and opencl don't show same result.

Re: BlendLuxCore Development

Posted: Thu Mar 26, 2020 9:08 pm
by B.Y.O.B.

Re: BlendLuxCore Development

Posted: Sat Mar 28, 2020 11:59 am
by B.Y.O.B.
I have added support for the "random per island" node to the Blender addon:

Re: BlendLuxCore Development

Posted: Sat Mar 28, 2020 12:33 pm
by Sharlybg
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 :?:

Re: BlendLuxCore Development

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

Re: BlendLuxCore Development

Posted: Sat Mar 28, 2020 4:54 pm
by Sharlybg
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.

Re: BlendLuxCore Development

Posted: Sat Mar 28, 2020 4:58 pm
by Sharlybg
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/

Re: BlendLuxCore Development

Posted: Mon Mar 30, 2020 8:46 am
by B.Y.O.B.
BlendLuxCore now supports custom split normals.

Re: BlendLuxCore Development

Posted: Mon Mar 30, 2020 8:48 am
by B.Y.O.B.
I added some new statistics, hopefully useful:
- mesh export time
- hair export time
- instancing time
- info about caches (enabled/disabled)