Shader ball
- Egert_Kanep
- Posts: 237
- Joined: Tue Mar 13, 2018 10:34 am
Shader ball
Is LuxCore shader ball available for download somewhere? I want to make procedural materials and render them on shader ball.
Re: Shader ball
The complete scene is not available for the new BlendLuxCore but you can download all the .ply geometries from here: https://github.com/LuxCoreRender/LuxCor ... rk-LuxBallEgert_Kanep wrote: ↑Wed Apr 18, 2018 10:42 am Is LuxCore shader ball available for download somewhere? I want to make procedural materials and render them on shader ball.
They can be easily imported in Blender.
P.S. click on each .ply file than click the download button.
Re: Shader ball
B.Y.O.B. posted his ballEgert_Kanep wrote: ↑Wed Apr 18, 2018 10:42 am Is LuxCore shader ball available for download somewhere? I want to make procedural materials and render them on shader ball.
here >>> Thread: first steps on luxcore
Re: Shader ball
Hi
When using B.Y.O.B's Shader Ball and I turn the Tonemapper/Autobrightness OFF in the camera settings, then I have to turn the Default Light Group gain down to .001 to get the what appears to me to be the same result as if the Tonemapper/Autobrightness was ON. Is that correct.
Thanks
When using B.Y.O.B's Shader Ball and I turn the Tonemapper/Autobrightness OFF in the camera settings, then I have to turn the Default Light Group gain down to .001 to get the what appears to me to be the same result as if the Tonemapper/Autobrightness was ON. Is that correct.
Thanks
Re: Shader ball
Yes. Why wouldn't it be?
By the way, it's not "my" ball, it was made by Rhys, I just reposted it.
By the way, it's not "my" ball, it was made by Rhys, I just reposted it.
Re: Shader ball
Hi B.Y.O.B
Thank you for the clarification on the light values - which means that I need to learn a lot more about how it all works. To be honest, that is what I suspected.
Sorry for miss-quote on Ball, I just presumed it was yours from someone else's post.
Thank you for the clarification on the light values - which means that I need to learn a lot more about how it all works. To be honest, that is what I suspected.
Sorry for miss-quote on Ball, I just presumed it was yours from someone else's post.
Re: Shader ball
It's all just multiplication.
Light brightness (gain, or power, or efficacy) is multiplied with the light color/texture. This value is sent into the scene, bounces around and "hits" the film.
The film now has some value.
The tonemapper takes the raw film value and multiplies it with the scale value. In the case of the automatic tonemapper, the average pixel brightness is calculated and a scale value is chosen that results in final pixel values somewhere around 1, because that is what most image viewers expect.
The light group scale acts a bit like the tonemapper (scaling pixel brightness, not emitted brightness in the scene).
In the end, it's a big chain of multiplications. Multiplication is commutative, so it does not matter if you change the light multiplier, the light group multiplier, or the tonemapper multiplier.
No problem, I just wanted to clarify.
Re: Shader ball
B.Y.O.B
Thank you for your explanation, which is really helpful to me.
Thank you for your explanation, which is really helpful to me.