Dark rough glass

Discussion related to the LuxCore functionality, implementations and API.
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Sharlybg
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Dark rough glass

Post by Sharlybg » Wed Jan 13, 2021 8:16 pm

This is a known issue since a moment now. And even if we manage to live with that thanks to feature like shadow color it is still anoying to deal with high roughness glass surfaces. And it is even hard when you have homgenous volume in the mix.
single_comp.png
single_0.png
Cycles Render
Cycles_rough_shader.jpg
Luxcore Render
Luxcore_rough_shader.jpg

And here is a paper on the implementation :
ms_comp_final.zip
(1017.94 KiB) Downloaded 3 times
https://blog.selfshadow.com/publication ... _final.pdf
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lacilaci
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Re: Dark rough glass

Post by lacilaci » Thu Jan 14, 2021 7:28 am

If disney material in luxcore had multiscatter ggx this problem should be solved, unless there is some other trickery going on.

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Sharlybg
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Re: Dark rough glass

Post by Sharlybg » Thu Jan 14, 2021 12:22 pm

lacilaci wrote:
Thu Jan 14, 2021 7:28 am
If disney material in luxcore had multiscatter ggx this problem should be solved, unless there is some other trickery going on.
To the Devs is that possible and less hard ?
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B.Y.O.B.
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Re: Dark rough glass

Post by B.Y.O.B. » Thu Jan 14, 2021 2:20 pm

I think it would be easier to fix this in the rough glass code first.
Currently the disney material in Lux can't even be used to represent glass.

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