Hey! Potential feature request.
Would it be possible to have an option to convert Cycles nodes to Lux nodes? Not at render time, but either across the scene or for a material?
Often I end up remaking materials from scratch, but it would be nice to have the translation attempt, as well as the colours/textures brought across.
BlendLuxCore Development
Re: BlendLuxCore Development
I won't work on it. I have decided to implement a cycles node reader without node conversion step, because I don't like to do the same work twice.zeealpal wrote: ↑Mon Apr 27, 2020 11:28 am Hey! Potential feature request.
Would it be possible to have an option to convert Cycles nodes to Lux nodes? Not at render time, but either across the scene or for a material?
Often I end up remaking materials from scratch, but it would be nice to have the translation attempt, as well as the colours/textures brought across.
But if someone else wants to do it, feel free.
Assuming that the node reader works perfectly, it is superior to a node converter, because if the user edits the material, it is not necessary to keep two node trees in sync manually.
Re: BlendLuxCore Development
zareami10 has submitted another patch, this time adding alpha channel support to the final render denoised AOV.
Re: BlendLuxCore Development
Ah remenber something. What are currently unsupported thing of the node reader ?Assuming that the node reader works perfectly, it is superior to a node converter, because if the user edits the material, it is not necessary to keep two node trees in sync manually.
Also is it possible to have a per material reader ? I mean when i say use cycles node i want it apply on a given material not all at once.
Re: BlendLuxCore Development
That makes sense. I wasn't thinking anything that would keep nodes in sync, just more of a kick-start to setting up Lux materials as I generally use Lux nodes.B.Y.O.B. wrote: ↑Mon Apr 27, 2020 12:40 pmI won't work on it. I have decided to implement a cycles node reader without node conversion step, because I don't like to do the same work twice.zeealpal wrote: ↑Mon Apr 27, 2020 11:28 am Hey! Potential feature request.
Would it be possible to have an option to convert Cycles nodes to Lux nodes? Not at render time, but either across the scene or for a material?
Often I end up remaking materials from scratch, but it would be nice to have the translation attempt, as well as the colours/textures brought across.
But if someone else wants to do it, feel free.
Assuming that the node reader works perfectly, it is superior to a node converter, because if the user edits the material, it is not necessary to keep two node trees in sync manually.
Thanks
Edit: Having a quick look at the Cycles Material reader, it looks like it reads Cycles nodes straight into LuxCore scene configurations?
For some reason I had assumed it converted the Cycles node trees into LuxCore node trees (in Blender) and then exported it.
Last edited by zeealpal on Mon Apr 27, 2020 1:25 pm, edited 1 time in total.
Re: BlendLuxCore Development
See https://github.com/LuxCoreRender/BlendL ... issues/272
You can enable/disable the usage of Cycles nodes per material, there is a checkbox.
Re: BlendLuxCore Development
Would it be possible to add support to use IES as masks, i.e. normalizing the embedded light intensity so it can work with regular light intensities, or to use the IES profile intensity?
https://docs.unrealengine.com/en-US/Eng ... index.html
https://docs.unrealengine.com/en-US/Eng ... index.html
Re: BlendLuxCore Development
Adding a normalize flag it is pretty much trivial. The IES map is always transformed in an image map: https://github.com/LuxCoreRender/LuxCor ... s.cpp#L109chafouin wrote: ↑Tue Apr 28, 2020 4:54 am Would it be possible to add support to use IES as masks, i.e. normalizing the embedded light intensity so it can work with regular light intensities, or to use the IES profile intensity?
https://docs.unrealengine.com/en-US/Eng ... index.html
It is about adding here 3 lines of code to normalize the image map pixels: https://github.com/LuxCoreRender/LuxCor ... s.cpp#L131
Plus a line of code to parse the option (like the ".flipz" option). If someone want to take the task, it is really easy.
- Odilkhan Yakubov
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Re: BlendLuxCore Development
Why the Denoised image is the same as Combined? Meaning not Denoising.
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LuxCoreRender Developer for Blender
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LuxCoreRender Developer for Blender
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