Search found 26 matches

by chuchur
Mon Oct 11, 2021 9:18 am
Forum: Development
Topic: Disney Material Update
Replies: 16
Views: 2343

Re: Disney Material Update

Hi! I'm sorry for my long absence (was busy with work project). I'm transferring slowly math from Selas Project https://github.com/schuttejoe/Selas https://github.com/schuttejoe/Selas/blob/dev/Source/Core/Shading/Disney.cpp ) into Lux. Just want to be sure I'm doing all right: Do we have axis Z norm...
by chuchur
Thu Sep 02, 2021 8:05 am
Forum: Development
Topic: Two well known luxcore problems.
Replies: 50
Views: 4878

Re: Two well known luxcore problems.

Yes, sure. After rerunning cmake everything works fine again. I haven't fetched for a long time.
by chuchur
Wed Sep 01, 2021 3:09 pm
Forum: Development
Topic: Two well known luxcore problems.
Replies: 50
Views: 4878

Re: Two well known luxcore problems.

Hi Dade, I've tried to merge, but now I've got a strange linker problem by building luxcoreconsole: I can build slg-core.lib without a problem. Sorry, just running cmake has helped :) slg-core.lib(scene.obj) : error LNK2019: unresolved external symbol "public: static class slg::ImageMapResizePolicy ...
by chuchur
Wed Sep 01, 2021 11:38 am
Forum: Development
Topic: Two well known luxcore problems.
Replies: 50
Views: 4878

Re: Two well known luxcore problems.

Hi Dade! Thank you for fixing it! Was it the main reason? if (directPdfW || reversePdfW) { const float pdf = DisneyPdf(roughness, metallic, clearcoat, clearcoatGloss, anisotropicGloss, localLightDir, localEyeDir); if (pdf < 0.0001f) return Spectrum(); if (directPdfW) *directPdfW = pdf; if (reversePd...
by chuchur
Fri Aug 27, 2021 12:04 pm
Forum: Development
Topic: Two well known luxcore problems.
Replies: 50
Views: 4878

Re: Two well known luxcore problems.

Uh... regarding the disney material... the white halo at the tangent on bright materials is my luxcore problem number 3
if I understand Disney implementation right, subsurface scattering is pure fake. I guess to make true subsurface scattering volumetrics should be used.
by chuchur
Thu Aug 19, 2021 12:07 pm
Forum: Development
Topic: Disney Material Update
Replies: 16
Views: 2343

Re: Disney Material Update

Sharlybg and Dade,

thank you for your motivation! I'll come next week back from the holidays to make it final :D
by chuchur
Wed Aug 18, 2021 2:14 pm
Forum: Development
Topic: Disney Material Update
Replies: 16
Views: 2343

Re: Disney Material Update

Don't they use some kind of GGX distribution for transmission too ?
you are right, it is SampleGgxVndfAnisotropic. So, I'll take GLOSSY|REFLECT|TRANSMIT for GetEventTypes.

I guess I've almost finished the CPU part. Hope, I could commit my code soon.
by chuchur
Wed Aug 18, 2021 1:36 pm
Forum: Development
Topic: Disney Material Update
Replies: 16
Views: 2343

Re: Disney Material Update

Hi Dade, I just wonder what kind of event types i could use for Disney in GetEventTypes and Sample/Evaluate methods? For Glass material we have SPECULAR | REFLECT| TRANSMIT and for Disney without transmission we have GLOSSY|REFLECT . Should it be for Disney with transmission GLOSSY|SPECULAR|REFLECT|...
by chuchur
Tue Aug 10, 2021 3:56 pm
Forum: Development
Topic: Disney Material Update
Replies: 16
Views: 2343

Re: Disney Material Update

Hi, I've done the pure transmittance part for Disney material I hope (see the red ball :)). Now I want to combine it with the rest. I have a couple of questions related to the original paper (https://schuttejoe.github.io/post/disneybsdf/) In LuxRender code I see: 1. For the Glass we decide if we ref...
by chuchur
Fri Aug 06, 2021 2:52 pm
Forum: Development
Topic: Disney Material Update
Replies: 16
Views: 2343

Re: Disney Material Update

Hi Dade, maybe one question more:

I've found that Spectrum is defined as

Code: Select all

typedef RGBColor Spectrum;
in https://github.com/LuxCoreRender/LuxCor ... lor.h#L494

Does it mean that we do make calculations in RGB color space?