Search found 4512 matches

by Dade
Mon Aug 02, 2021 3:02 pm
Forum: Development
Topic: Disney Material Update
Replies: 3
Views: 54

Re: Disney Material Update

What do you mean exactly ? Do you wonder if the Disney material GetEventTypes() should be always return "GLOSSY | REFLECT|TRANSMIT" or return the "TRANSMIT" part only if it can really transmit ? Yes It is a complex argument: up to now all GetEventTypes() materials are static so it should return "GL...
by Dade
Mon Aug 02, 2021 2:58 pm
Forum: Development
Topic: Measured or tabulated materials in LuxCoreRender
Replies: 3
Views: 42

Re: Measured or tabulated materials in LuxCoreRender

chuchur wrote:
Mon Aug 02, 2021 2:40 pm
Thank you for the explanation. I hope such a database could be done by some university program.
I was thinking to MERL: https://www.merl.com/brdf/

It was done by Mitsubishi but it can be used "without fee (only) for educational, research and non-profit purposes" so it is useless in our context.
by Dade
Mon Aug 02, 2021 2:54 pm
Forum: User Support
Topic: Problem with scene export
Replies: 8
Views: 310

Re: Problem with scene export

It looks like a PySide2 bug and I'm looking for a work around. I have found a work around. For some unknown reason, I need to import pyluxcore before PySide2 in Pyhton code or it will break a lot of system stuff. May be we share some dependency with Qt or there some stupid interaction with global l...
by Dade
Mon Aug 02, 2021 2:24 pm
Forum: Development
Topic: Measured or tabulated materials in LuxCoreRender
Replies: 3
Views: 42

Re: Measured or tabulated materials in LuxCoreRender

I was looking for measured materials in Luxrender. I found how to define tabulated .nk fresnel data for metal material. LuxCore already supports .nk files for Metal material :?: Are measured materials generally interesting for the LuxRender users? It is if it has a material database already availab...
by Dade
Mon Aug 02, 2021 2:18 pm
Forum: Development
Topic: Disney Material Update
Replies: 3
Views: 54

Re: Disney Material Update

1. For the specular transmission calculation, we need a relative refraction index. Should it be defined as texture or derived from exterior/interior volumes? I assume second, since we have this one for glass material, but looks like it's deprecated. https://github.com/LuxCoreRender/LuxCore/blob/ba3...
by Dade
Mon Aug 02, 2021 1:06 pm
Forum: User Support
Topic: Clamp: try to understand it (luxrender 2.5)
Replies: 3
Views: 44

Re: Clamp: try to understand it (luxrender 2.5)

The value I've used it's just to make it more visible that the clamped one is noisier than the unclamped. At least, this is what my eyes see. Noise is more visible in dark regions. It is a human eye characteristic. Clamping is not intended to remove noise but fireflies. Another thing that I think i...
by Dade
Mon Aug 02, 2021 9:51 am
Forum: User Support
Topic: Problem with scene export
Replies: 8
Views: 310

Re: Problem with scene export

Do you have any idea Dade what can cause the problem? I have isolated the problem but, at the moment, it doesn't make any sense. I'm still looking for the explanation. It is a general problem, not related to this particular scene (i.e. it happens with any scene). If you start the node without GUI, ...
by Dade
Mon Aug 02, 2021 9:19 am
Forum: General Discussion
Topic: Questions about projectors (spotlight with image)
Replies: 12
Views: 256

Re: Questions about projectors (spotlight with image)

This is the PathTracer class and the RenderSample method is the one to compute a sample (follow the RenderEyeSample() path): https://github.com/LuxCoreRender/LuxCore/blob/ba397cf4ecf67adb2bd9e5771810ee4e18721a03/src/slg/engines/pathtracer.cpp#L931 The sample is than splat on the Film (i.e. the image...
by Dade
Sun Aug 01, 2021 8:49 pm
Forum: General Discussion
Topic: Questions about projectors (spotlight with image)
Replies: 12
Views: 256

Re: Questions about projectors (spotlight with image)

It is the light received by the surface, what the camera sees depends by other factors like the material and orientation of the seen surface. You need to multiply "c" for the dot product of the surface normal and shadow ray direction: this is the received light. Than you need to evaluate the materi...
by Dade
Sun Aug 01, 2021 9:13 am
Forum: General Discussion
Topic: Questions about projectors (spotlight with image)
Replies: 12
Views: 256

Re: Questions about projectors (spotlight with image)

I notice ProjectionLight::Illuminate() returns c, but how is it related to a pixel in the rendered image? It is the light received by the surface, what the camera sees depends by other factors like the material and orientation of the seen surface. You need to multiply "c" for the dot product of the...