Convert World Sky Texture and Sun to Cycles

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MaxNadolny
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Convert World Sky Texture and Sun to Cycles

Post by MaxNadolny » Sat May 11, 2019 2:07 pm

Hi.

Is it possible to convert World Sky texture and the Sun from Lux to Cycles to behave the same way.
I did some rendering tests and found that Hosek/Wilkie texture in Lux looks better than in Cycles.
In other words I need to achieve the same results in Cycles like in Lux.
Could you please provide some instructions how to do that.
I know that Lux uses Hosek/Wilkie Sky texture, however Turbidity value max is 30, in Cycles 10.
Also in Cycles no possibility to change Sky texture color and Sun has no turbidity.

Thanks a lot.

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Dade
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Re: Convert World Sky Texture and Sun to Cycles

Post by Dade » Sat May 11, 2019 2:54 pm

It should be possible to use panoramic camera placed at (0, 0, 0) to render an HDR image of the Lux sky to than use in Cycles :idea:
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MaxNadolny
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Re: Convert World Sky Texture and Sun to Cycles

Post by MaxNadolny » Sat May 11, 2019 3:03 pm

I know about this method. But it's not the best solution because as I know Lux uses Cycles Sky texture. But with different settings. So better will be to know how to change Sky texture settings to match Lux. Also sun in Lux uses turbidity. In Cycles there is no turbidity for the sun.

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Dade
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Re: Convert World Sky Texture and Sun to Cycles

Post by Dade » Sat May 11, 2019 5:37 pm

MaxNadolny wrote:
Sat May 11, 2019 3:03 pm
I know about this method. But it's not the best solution because as I know Lux uses Cycles Sky texture. But with different settings. So better will be to know how to change Sky texture settings to match Lux. Also sun in Lux uses turbidity. In Cycles there is no turbidity for the sun.
I guess the only way is to dig in both sources. Lux one is here https://github.com/LuxCoreRender/LuxCor ... 2light.cpp and the default parameter values are here https://github.com/LuxCoreRender/LuxCor ... s.cpp#L227
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MaxNadolny
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Re: Convert World Sky Texture and Sun to Cycles

Post by MaxNadolny » Mon May 13, 2019 12:04 pm

Thanks for the response.

It's too complicated method to port sources. I though it's possible to do by tweaking nodes in Cycles.
I rendered Lux world sky as hdr and use it in Cycles.
Would you like to see my renders to see the difference?

MaxNadolny
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Re: Convert World Sky Texture and Sun to Cycles

Post by MaxNadolny » Thu May 16, 2019 3:25 pm

What do you think about my results? Which one do you like more?
Attachments
kitchen_2k_lux.png
kitchen_2k_cycles_sharp_shadows.png

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Sharlybg
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Re: Convert World Sky Texture and Sun to Cycles

Post by Sharlybg » Thu May 16, 2019 3:34 pm

2ND for me.
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MaxNadolny
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Re: Convert World Sky Texture and Sun to Cycles

Post by MaxNadolny » Thu May 16, 2019 3:42 pm

The second image is Cycles. Personally I prefer Lux render result.

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Sharlybg
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Re: Convert World Sky Texture and Sun to Cycles

Post by Sharlybg » Thu May 16, 2019 4:21 pm

MaxNadolny wrote:
Thu May 16, 2019 3:42 pm
The second image is Cycles. Personally I prefer Lux render result.
Look like tonemapping isn't the same :roll:
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CodeHD
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Re: Convert World Sky Texture and Sun to Cycles

Post by CodeHD » Thu May 16, 2019 4:40 pm

I like the Lux result a bit better

pro-lux:
- the stacks of plates have stronger shadows in between (not necessarily more correct, but looks nicer), and it looks a bit overexposed on the top, which I would expect from a photo in this situation. The cycles plates are very "milky", like when you reduce highlights in a raw converter.
- I like the color of the bottles better
- The fume hood look more like metal. Cycles is too flat. (concerns the other metals parts, too, though too a lesser degree)
- I like the floor a bit better. Unnaturally glossy in cycles for wood (?)

pro-cycles:
- Some of the pots stored under the table are more glossy, which I like for the same reason as the fume hood in lux.

-pro-neither:
- The reflection seen on the pots is very different. I wonder why that is? You definitley made changes between the images, I can see some of the cupboard-door-knobs moving :D
- In both cases, maybe some texturing is missing. You know, giving everything those slight imperfections like scratches or a speck of dirt. I like, for example, that you didn't stack the plates perfectly ;)

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