Dade wrote: ↑Tue May 01, 2018 10:55 am
No, aside from architectural glass material but it has a very specific purpose. In general, you are not going to find this kind of options in Lux because they are not physically based. Sometime you can use some trick like we were discussing before but, in general, they have always been out of the scope of this project.
I suspected it, fair enough. Purpose was to have control over messy shadows when "fill lights" are in the scene but that's ok.
Thanks.
would you mind to integrate "tabulated data" in volume description?
I would like to use it for IOR over wavelength (dispersion) and volume absortion coefficient over wavelenght (color).
Two more things that I would like to put into that discussion.
What do you think about a shader model that allows us to define the reflectivity and transmission in three types (specular/glossy/matte) per incidence angle and per wavelenght. The result would be a huge table that has to be filled with values to create individual BSDF. Something like an "advanced scattering"... (someone could add an external editor for graphical BSDF generation)
Another thing is the definition of diffuse volumes. Could you integrate some physics based model like "Henyey-Greenstein" for more exact volume description? It would make the job much more easy for people that transfers material data from optical simulation software to lux.
Thanks a lot.
BR
OS - Windows 7 X64
CPU - Intel CORE i7
GPU1 - Variants of notebook card from nVidia
GPU2 - Variants of notebook onboard card from Intel
Lux - Latest possible relaease
If it's not too late to enter a suggestion, these papers both seem very promising. They build on the VCM/UPBP techniques and can combine with it to give us a fully unbiased render engine - complete with SDS paths like VCM, volumetric photon mapping and the unbiasedness of bidirectional path tracing.
Remembered couple more:
- Out-Of-Core feature
- Separate textures/maps support for Lighting/Reflection/Refraction/Background in HDRI (IBL) World settings (to achieve better quality & preserve memory)
hide object to global illumination: is visible object but no cast shadows (and maybe also not cast light if is apply a light emitter);
hide object from reflections: the object is not visible in the reflections
hide object from refractions: the object is not visible in the refractions (like an object back to the glass)
rebuild a better luxcore UI: The current UI (luxcoreui) seam to me that is not very user-friendly. I think that UI of Luxrender classic was better, but is my point of view. With this proposal I would like to start a new discussion to have ideas from comunity about a simple, power and userfrendly UI.