BlendLuxCore Development
Re: BlendLuxCore Development
Added mist, vignetting, color aberration and background image plugins.
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- Supporting Users
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Re: BlendLuxCore Development
Great.
Possibly would make sense to have the tonemapping default on ?
Possibly would make sense to have the tonemapping default on ?
Re: BlendLuxCore Development
Of course, thanks.
A typical "Copy-paste regression".
A typical "Copy-paste regression".
Re: BlendLuxCore Development
Added the contour lines plugin.
I think that was all of them.
In my opinion OUTPUT_SWITCHER is not needed because we now have proper Blender integration for AOVs.
By the way, LuxCore is missing the Glare plugin from Classic Lux.
I think that was all of them.
In my opinion OUTPUT_SWITCHER is not needed because we now have proper Blender integration for AOVs.
By the way, LuxCore is missing the Glare plugin from Classic Lux.
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- Supporting Users
- Posts: 141
- Joined: Tue Jan 09, 2018 6:48 pm
Re: BlendLuxCore Development
Looks all fine.
Glare and other s can be as well done with blender compositor. So no big loss
Re: BlendLuxCore Development
True. Some other plugins can also be done in compositor (like bloom or background image).
But I'll leave them, they are quick to use.
But I'll leave them, they are quick to use.
Re: BlendLuxCore Development
Thanks to Philstix I was inspired to write a material selection dropdown with search feature:
Re: BlendLuxCore Development
This is nice tho...
1. Glossy Material is still missing "Use IOR" option
2. Tried using IOR node for Mixing Materials (Matte + Glossy Coat, IOR pluged in 'Mix Factor') but that doesn't work.
'Material 1' gets occluded (black).
3. How can user add presets to IOR node? Is there a 'list' to which one could simply add more?
Re: BlendLuxCore Development
IOR output is a floating point number (e.g. 1.5).
Mix factor is a floating point number that is clamped to 0..1 range (0: only show material 1, 1: only show material 2).
If you put any IOR greater than or equal to 1 into the mix amount, you will only get material 2.
All working as it should
I know what you mean though... you want a texture that evaluates the dot product between camera ray and surface normal.
Maybe we can add that. However I'm not sure it's super useful because most LuxCore materials already include the fresnel effect.
But extra flexibility is never wrong I guess.
You can fork the repo, edit the list and send a pull request as described here: viewtopic.php?f=5&t=9&p=1312#p1312
Here's the list: https://github.com/LuxCoreRender/BlendL ... ets.py#L21
Re: BlendLuxCore Development
By the way I'm not sure why people keep nagging me about this feature and seem to be super keen on it.
If I look at the code, it just seems to be a scale factor for the specular color: https://github.com/LuxCoreRender/LuxCor ... y2.cpp#L56
So if your IOR is higher, you get a brigher specular color, and if it is lower, you get a darker specular color.
Please enlighten me why this is such a big deal.
Not meaning to sound rude, I'm genuinely interested.
By the way, the wiki says:
But this does not seem to be the case in the actual code.https://wiki.luxcorerender.org/LuxCore_SDL_Reference_Manual_v2.0#Type:_glossy2 wrote: IOR of the coating. IOR overrides color Ks if both are specified
Which of the two is wrong?