I have no idea what a "loose geometry" is
It sounds like as a single object inside a set of objects and something should be implemented at export time (i.e. BlendLuxCore) and not in the rendering engine
I have no idea what a "loose geometry" is
I think it would help if you describe a few different use cases.Sharlybg wrote: ↑Mon Apr 30, 2018 1:19 pm After your question i've take more time to think about the mechanics behind ("also found that my first idea was not that good"). The most possible and correct way will be to have it like a sort of advance MIX MATERIAL.
Super MIX MATERIAL
# 1 It should be able to support more than 2 material
# 2 the material will be mixed by blender fonction like : " loose part " " position "
Multiple mix materials are already possible, you just have to chain them.Access to the object ID in materials (maybe also mapped as floating point in 0..1 range), so we can e.g. scatter 1000 particles and each has a different color, but the same material
Is it something like Cycles' Object info node > Random, right?B.Y.O.B. wrote: ↑Mon Apr 30, 2018 7:38 pm I think it would help if you describe a few different use cases.
I kind of get what you mean though.
It is probably possible to do this with my proposal here:Multiple mix materials are already possible, you just have to chain them.Access to the object ID in materials (maybe also mapped as floating point in 0..1 range), so we can e.g. scatter 1000 particles and each has a different color, but the same material
This complexity could be hidden in a BlendLuxCore node.
The object ID 0..1 range would then be plugged into the mix amounts.
See also: http://www.luxrender.net/forum/viewtopi ... de#p125945
Also usefull for wood flooring ! thanks you for helping describe it guysIs it something like Cycles' Object info node > Random, right?
It's very useful to random leaf of a tree and such, my archviz scenes would be very grateful
Loose geometry or loose parts means deatached parts of the same object.
If I'm not wrong object ID would be the same for all the loose parts tho cause they are parts of the same object. It works with instances tho.
It's useful for many purposes but it still works per object/instance.
Have you tried to use a 100% transparency value for the lamp or a NULL materialFiatLux wrote: ↑Tue May 01, 2018 8:30 am While I'm here, I would ask you if currently it's possible in LuxCore prevent lamps from being reflected. I've tried yesterday with an area lamp but I've found only the invisible option which wasn't useful for that. And same question about casting shadows.
If it's not possible, I'd add those as proposed features.
Premise: I'm using blender, I've forgot to mention it.
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.