Disney Material Update

Discussion related to the LuxCore functionality, implementations and API.
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Dade
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Re: Disney Material Update

Post by Dade »

chuchur wrote: Wed Aug 18, 2021 1:36 pm I just wonder what kind of event types i could use for Disney in GetEventTypes and Sample/Evaluate methods?

For Glass material we have SPECULAR | REFLECT| TRANSMIT and for Disney without transmission we have GLOSSY|REFLECT.
GetEventTypes() should return all type of events possible. In your case, it should be GLOSSY|REFLECT or GLOSSY|REFLECT|TRANSMIT if the transmission texture is not black.
chuchur wrote: Wed Aug 18, 2021 1:36 pm Should it be for Disney with transmission GLOSSY|SPECULAR|REFLECT| TRANSMIT in GetEventTypes ?
As far as I remember the Disney transmission is still glossy, not specular. Don't they use some kind of GGX distribution for transmission too ? To have rough glass, etc. ?
chuchur wrote: Wed Aug 18, 2021 1:36 pm And in Sample/Evaluate GLOSSY|REFLECT for reflected path and SPECULAR|TRANSMIT for refracted path?
Yes, Sample/Evaluate events are what actually happen in this specific call (aside from the Glossy Vs Specular transmission detail I don't remember).
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chuchur
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Re: Disney Material Update

Post by chuchur »

Don't they use some kind of GGX distribution for transmission too ?
you are right, it is SampleGgxVndfAnisotropic. So, I'll take GLOSSY|REFLECT|TRANSMIT for GetEventTypes.

I guess I've almost finished the CPU part. Hope, I could commit my code soon.
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Sharlybg
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Re: Disney Material Update

Post by Sharlybg »

chuchur wrote: Wed Aug 18, 2021 2:14 pm
Don't they use some kind of GGX distribution for transmission too ?
you are right, it is SampleGgxVndfAnisotropic. So, I'll take GLOSSY|REFLECT|TRANSMIT for GetEventTypes.

I guess I've almost finished the CPU part. Hope, I could commit my code soon.
Really Nice to see Help in this area ;) Bravo
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chuchur
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Re: Disney Material Update

Post by chuchur »

Sharlybg and Dade,

thank you for your motivation! I'll come next week back from the holidays to make it final :D
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Re: Disney Material Update

Post by juangea »

Thanks for this Churchur! this will be helpful for sure! :D
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chuchur
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Re: Disney Material Update

Post by chuchur »

Hi! I'm sorry for my long absence (was busy with work project).

I'm transferring slowly math from Selas Project https://github.com/schuttejoe/Selas https://github.com/schuttejoe/Selas/blo ... Disney.cpp) into Lux.

Just want to be sure I'm doing all right:

Do we have axis Z normal to the surface direction? In Selas it is Y.
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Dade
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Re: Disney Material Update

Post by Dade »

chuchur wrote: Mon Oct 11, 2021 9:18 am Do we have axis Z normal to the surface direction? In Selas it is Y.
Yes, it is like PBRT.
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