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Re: Metal Material

Posted: Thu May 17, 2018 10:54 pm
by kintuX
david57 wrote: Thu May 17, 2018 7:59 pm Here is one I can use.
I found one for brass:
http://www.luxrender.net/forum/viewtopi ... 4&start=10
Yeah, further on also an oxidized version.
And there is still The "Frankenstein" project with whole working nkdata.zip set available.

Re: Metal Material

Posted: Fri May 18, 2018 12:28 am
by david57
Oh, thats nice, more nk files.
I managed to make my own nickle file from the snell collections.
It can be used as a stainless steel material.

Re: Metal Material

Posted: Sun Oct 21, 2018 3:38 pm
by Dade
B.Y.O.B. wrote: Thu May 17, 2018 8:10 am I can reproduce the problem.
I have investigated the problem and the LuxCore behavior is correct, the file includes numbers like "137756." and they are not valid floating point numbers. However the problem is easy to fix by editing the file and adding a 0 at the end of the malformed number.

Re: Metal Material

Posted: Thu Sep 03, 2020 3:03 pm
by HoppyHopp
Hey,
i wanted to know why there is no IOR setting for the Metal Material.
I mean Chromium is about 2.97 and Aluminum 1.44.

Re: Metal Material

Posted: Fri Sep 04, 2020 10:34 am
by CodeHD
For metals, the IOR needs to be described as a complex number - composed of refractive index as the real part and the extinction coefficient as the imaginary part. Furthermore, these two vlaues vary much more over the visible range as in the case of glass, so approximating a single value would not be as good.

I'm not even sure you could make a good convenience-model that uses IOR as a single parameter because of this variation.

Re: Metal Material

Posted: Fri Sep 04, 2020 12:28 pm
by B.Y.O.B.
It is possible in LuxCore to specify n,k numbers for metal directly, but this is not exposed in BlendLuxCore. It might actually be a good idea to do it, because even with wrong values, you can achieve interesting effects.

Re: Metal Material

Posted: Sat Sep 05, 2020 6:32 am
by HoppyHopp
It might actually be a good idea to do it
Would be great!

Re: Metal Material

Posted: Sat Feb 06, 2021 12:38 pm
by Artistus
B.Y.O.B. wrote: Fri Sep 04, 2020 12:28 pm It is possible in LuxCore to specify n,k numbers for metal directly, but this is not exposed in BlendLuxCore. It might actually be a good idea to do it, because even with wrong values, you can achieve interesting effects.
Hello!

Is there any way to make some custom node combo to be able to fill Nd and K numbers directly?

Re: Metal Material

Posted: Sat Feb 06, 2021 2:22 pm
by B.Y.O.B.
B.Y.O.B. wrote: Fri Sep 04, 2020 12:28 pm It is possible in LuxCore to specify n,k numbers for metal directly, but this is not exposed in BlendLuxCore. It might actually be a good idea to do it, because even with wrong values, you can achieve interesting effects.
I added a "Custom n, k Values" mode to the fresnel texture:

Re: Metal Material

Posted: Sat Feb 06, 2021 5:47 pm
by Artistus
B.Y.O.B. wrote: Sat Feb 06, 2021 2:22 pm I added a "Custom n, k Values" mode to the fresnel texture:
Sorry, I'm relatively new to LuxCore.
Actually switching from Maya + Maxwell Render to Blender + BlendLuxCore.
So far I miss maxwell's separate Nd and K fields for custom numbers.
But here you showed that it can handle colors. Wow, it's looking really interesting - something similar to Maxwell's R2 feature.

But you told above that custom numbers are not exposed in BlendLuxCore. Any chance to have them exposed in Blender any soon, maybe at least in some beta version? Or do you mean you have added those custom numbers already to latest beta?