LuxCore v2.1 proposed features

Discussion related to the Engine functionality, implementations and API.
User avatar
Dade
Developer
Posts: 1143
Joined: Mon Dec 04, 2017 8:36 pm

Re: LuxCore v2.1 proposed features

Post by Dade » Sun Apr 29, 2018 12:41 pm

I updated the list in the first post. It should include everything. I will create a poll in a couple of days.
Support LuxCoreRender project with salts and bounties

User avatar
B.Y.O.B.
Developer
Posts: 1206
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: LuxCore v2.1 proposed features

Post by B.Y.O.B. » Sun Apr 29, 2018 4:27 pm

Deformation motion blur was requested on BlenderArtists.org.
Support LuxCoreRender project with salts and bounties

User avatar
Dade
Developer
Posts: 1143
Joined: Mon Dec 04, 2017 8:36 pm

Re: LuxCore v2.1 proposed features

Post by Dade » Sun Apr 29, 2018 4:29 pm

B.Y.O.B. wrote:
Sun Apr 29, 2018 4:27 pm
Deformation motion blur was requested on BlenderArtists.org.
Ok, added.
Support LuxCoreRender project with salts and bounties

User avatar
Sharlybg
Supporting Users
Posts: 574
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: LuxCore v2.1 proposed features

Post by Sharlybg » Sun Apr 29, 2018 4:36 pm

Guys i'm thinking about a feature don't know if it's possible but let's see:

i'm thinking about a possibility to use many deferent texture for only one shader with some option like " Apply by loose parts/face/position" and "randomize".
They call it Multi/Sub-Object Material in 3dsmax :

how i magine it but sure it can be diferent :
proposal.jpg
Support LuxCoreRender project with salts and bounties

User avatar
Dade
Developer
Posts: 1143
Joined: Mon Dec 04, 2017 8:36 pm

Re: LuxCore v2.1 proposed features

Post by Dade » Sun Apr 29, 2018 7:12 pm

How the texture mixer work ? According what rules ?
Support LuxCoreRender project with salts and bounties

oldladyfear
Posts: 5
Joined: Mon Apr 16, 2018 12:57 am

Re: LuxCore v2.1 proposed features

Post by oldladyfear » Sun Apr 29, 2018 11:12 pm

i would love to see roughness added to architectural glass, in order to do more realistic SSS shaders - using the translucent shaders isn't very accurate, and causes much longer render times compared to using architectural glass, textured transmission & a heavy scattering volume.

Currently there's a workaround i've found by connecting a glossy coat to an architectural glass shader (the roughness from the glossy coat seems to override the architectural glass reflections if the transmission isn't black), but it would be nice to not require workarounds like that.

User avatar
Dade
Developer
Posts: 1143
Joined: Mon Dec 04, 2017 8:36 pm

Re: LuxCore v2.1 proposed features

Post by Dade » Mon Apr 30, 2018 9:20 am

Add normal auto-smooth and architectural glass roughness.
Support LuxCoreRender project with salts and bounties

User avatar
Sharlybg
Supporting Users
Posts: 574
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: LuxCore v2.1 proposed features

Post by Sharlybg » Mon Apr 30, 2018 1:19 pm

Dade wrote:
Sun Apr 29, 2018 7:12 pm
How the texture mixer work ? According what rules ?
After your question i've take more time to think about the mechanics behind ("also found that my first idea was not that good"). The most possible and correct way will be to have it like a sort of advance MIX MATERIAL.

Super MIX MATERIAL

# 1 It should be able to support more than 2 material

# 2 the material will be mixed by blender fonction like : " loose part " " position "
Support LuxCoreRender project with salts and bounties

User avatar
Dade
Developer
Posts: 1143
Joined: Mon Dec 04, 2017 8:36 pm

Re: LuxCore v2.1 proposed features

Post by Dade » Mon Apr 30, 2018 3:12 pm

Sharlybg wrote:
Mon Apr 30, 2018 1:19 pm
Dade wrote:
Sun Apr 29, 2018 7:12 pm
How the texture mixer work ? According what rules ?
After your question i've take more time to think about the mechanics behind ("also found that my first idea was not that good"). The most possible and correct way will be to have it like a sort of advance MIX MATERIAL.

Super MIX MATERIAL

# 1 It should be able to support more than 2 material

# 2 the material will be mixed by blender fonction like : " loose part " " position "
Your explanation is even more vague than the original post :mrgreen:
Support LuxCoreRender project with salts and bounties

heverton
Posts: 4
Joined: Sat Apr 21, 2018 3:29 pm

Re: LuxCore v2.1 proposed features

Post by heverton » Mon Apr 30, 2018 4:41 pm

Dade wrote:
Mon Apr 30, 2018 3:12 pm
Sharlybg wrote:
Mon Apr 30, 2018 1:19 pm
Dade wrote:
Sun Apr 29, 2018 7:12 pm
How the texture mixer work ? According what rules ?
After your question i've take more time to think about the mechanics behind ("also found that my first idea was not that good"). The most possible and correct way will be to have it like a sort of advance MIX MATERIAL.

Super MIX MATERIAL

# 1 It should be able to support more than 2 material

# 2 the material will be mixed by blender fonction like : " loose part " " position "
Your explanation is even more vague than the original post :mrgreen:
I think it behaves like this:
Think in a modeled wood floor/planks/and so;
You plug 2 or more textures (Could have a + button to add more then 2);
Randomize by loose geometry and you have only 1 of these textures per loose geometry of the object.

Post Reply