Some tests to understand Lux

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Magog
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Some tests to understand Lux

Post by Magog »

Hi everyone.
In these free hours I spent a lot of time testing and trying to understand Lux.
I took an existing scene and started playing.

The part concerning materials and nodes is the one that interested me most.
In fact, the armchair in the first pano looks like velvet.
Too bad, it had to be leather! :lol: :lol: :lol: :lol:

There is the possibility of inserting an external plane as a Background, but making sure that the light passes equally?
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Setting.jpg
Test_Luxcore2.jpg
Test_Luxcore.jpg
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Dade
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Re: Some tests to understand Lux

Post by Dade »

Magog wrote: Wed Feb 27, 2019 2:50 pm There is the possibility of inserting an external plane as a Background, but making sure that the light passes equally?
Wouldn't be easier to set a transparent background and do an alpha composition with what ever image you want to show outside the window :?:
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Re: Some tests to understand Lux

Post by Sharlybg »

Too bad, it had to be leather!
you can use lower bump map (arround 0.3mm) for better results.
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Magog
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Re: Some tests to understand Lux

Post by Magog »

Dade wrote: Wed Feb 27, 2019 3:54 pm
Wouldn't be easier to set a transparent background and do an alpha composition with what ever image you want to show outside the window :?:
Excuse me but I didn't understand the procedure you explained to me.
In the 2 images I posted, you can see the difference in lighting between the first image that presents a plane outside, and the second, without any plane.
That's why I asked if there was a solution.
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Dade
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Re: Some tests to understand Lux

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Magog wrote: Wed Feb 27, 2019 4:15 pm Excuse me but I didn't understand the procedure you explained to me.
In the 2 images I posted, you can see the difference in lighting between the first image that presents a plane outside, and the second, without any plane.
That's why I asked if there was a solution.
I mean, you can render the image without the plane outside the window and than use the alpha channel to compose any background image you want outside the window. I assume you are using an HDR infinite light source (are you ?).
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Magog
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Re: Some tests to understand Lux

Post by Magog »

Ah, ok! Right!
Usual procedure ..

The lighting is given only by Sky activated (by default), with the Gain at 0.0003

Tnx for your answer.
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Magog
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Re: Some tests to understand Lux

Post by Magog »

Sharlybg wrote: Wed Feb 27, 2019 4:07 pm
you can use lower bump map (arround 0.3mm) for better results.
This's the shader.
As said before, I must begin to understand Lux ​​with the nodes of the materials
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Sharlybg
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Re: Some tests to understand Lux

Post by Sharlybg »

In blender switch to metric mod and tip (0.3mm ) in your bump node.
you can just copy past "0.3mm" in metric mode
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Magog
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Re: Some tests to understand Lux

Post by Magog »

Perfect!!
Tnx a lot!
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Re: Some tests to understand Lux

Post by Magog »

Is there a tutorial or discussion on the forum where we talk about the Photon Count report, Photon Depth and the other PHOTON GI settings?
How can I understand how many photons need the scene and the relationship between them?
Thank you
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