- Lux_Shader_Ball.blend
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BlendLuxCore Development
Re: BlendLuxCore Development
The blend :
Re: BlendLuxCore Development
cpu and opencl don't show same result.
Re: BlendLuxCore Development
I have added support for the "random per island" node to the Blender addon:
Re: BlendLuxCore Development
thanks mate.
just wonder how the node look with a texture map as input
Re: BlendLuxCore Development
Not sure what you mean?
You get a random float value between 0 and 1, and you can use this in other nodes.
For example to drive the hue of a HSV node to generate colors, or as input for a color ramp, or in a color mix, etc.
Re: BlendLuxCore Development
I mean considering the actual image show wood planks of grey to white how we set node if it a texture instead of simple grey color variation.Not sure what you mean?
You get a random float value between 0 and 1, and you can use this in other nodes.
For example to drive the hue of a HSV node to generate colors, or as input for a color ramp, or in a color mix, etc.
Re: BlendLuxCore Development
BTW we still miss a great node ( Layer weight node from cycles). The current hitpoint info node doesn't dynamically behave according to camera viewpoint like the one in cycles. It is a must have for realistic carpaint shader.
Here you can see some great example from jeff patton : https://jeffpatton.net/pt-portfolio/portfolio/
Here you can see some great example from jeff patton : https://jeffpatton.net/pt-portfolio/portfolio/
Re: BlendLuxCore Development
BlendLuxCore now supports custom split normals.
Re: BlendLuxCore Development
I added some new statistics, hopefully useful:
- mesh export time
- hair export time
- instancing time
- info about caches (enabled/disabled)
- mesh export time
- hair export time
- instancing time
- info about caches (enabled/disabled)