Search found 27 matches
- Thu Jan 06, 2022 10:14 am
- Forum: Development
- Topic: Cycle X (and OpenCL)
- Replies: 92
- Views: 46364
Re: Cycle X (and OpenCL)
Many people me included and even Devs know about this Viewport Lagging issues. And how hard it is to move object inside the viewport. And if irc you also mention this laggy viewport. so Juangea is saying That the viewport make the work with luxcore painfull and just hide the potential. https://yout...
- Mon Oct 11, 2021 9:18 am
- Forum: Development
- Topic: Disney Material Update
- Replies: 16
- Views: 7951
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...
- Thu Sep 02, 2021 8:05 am
- Forum: Development
- Topic: Two well known luxcore problems.
- Replies: 50
- Views: 17936
Re: Two well known luxcore problems.
Yes, sure. After rerunning cmake everything works fine again. I haven't fetched for a long time.
- Wed Sep 01, 2021 3:09 pm
- Forum: Development
- Topic: Two well known luxcore problems.
- Replies: 50
- Views: 17936
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::ImageMapResizePo...
- Wed Sep 01, 2021 11:38 am
- Forum: Development
- Topic: Two well known luxcore problems.
- Replies: 50
- Views: 17936
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...
- Fri Aug 27, 2021 12:04 pm
- Forum: Development
- Topic: Two well known luxcore problems.
- Replies: 50
- Views: 17936
Re: Two well known luxcore problems.
if I understand Disney implementation right, subsurface scattering is pure fake. I guess to make true subsurface scattering volumetrics should be used.Uh... regarding the disney material... the white halo at the tangent on bright materials is my luxcore problem number 3
- Thu Aug 19, 2021 12:07 pm
- Forum: Development
- Topic: Disney Material Update
- Replies: 16
- Views: 7951
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
thank you for your motivation! I'll come next week back from the holidays to make it final
- Wed Aug 18, 2021 2:14 pm
- Forum: Development
- Topic: Disney Material Update
- Replies: 16
- Views: 7951
Re: Disney Material Update
you are right, it is SampleGgxVndfAnisotropic. So, I'll take GLOSSY|REFLECT|TRANSMIT for GetEventTypes.Don't they use some kind of GGX distribution for transmission too ?
I guess I've almost finished the CPU part. Hope, I could commit my code soon.
- Wed Aug 18, 2021 1:36 pm
- Forum: Development
- Topic: Disney Material Update
- Replies: 16
- Views: 7951
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|...
- Tue Aug 10, 2021 3:56 pm
- Forum: Development
- Topic: Disney Material Update
- Replies: 16
- Views: 7951
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...