Two well known luxcore problems.
Re: Two well known luxcore problems.
He was talking about SDS caustics.
Re: Two well known luxcore problems.
I fixed a bug in rough glass material. This was before the fix:
and this is now:
Re: Two well known luxcore problems.
Wait do you mean that now Luxcore glass behave like that : https://youtu.be/JtBTffVVa-c
Re: Two well known luxcore problems.
Hi Dade, I have built that commit but it seems still not correct.
From what I can guess/observe by looking at the render result, it looks like the transmission is not present in the rough glass, and perhaps the normals are a bit weird also.
In this rendering I have placed some metal materials next to the rough glass for comparison. The object is just a cube with a bevel and solidify modifier, to give the surface a real thickness, in this way you can see the transmission effects of the glass more easily. And the UV grid on the ground plane allows you to see what is reflected vs. what is transmitted.
Edit: and here is the equivalent in Cycles. Also interesting to note is the different roughness values to achieve the same look.
Last edited by Martini on Mon Aug 23, 2021 4:52 pm, edited 1 time in total.
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Re: Two well known luxcore problems.
great, is it available in GitHub yet?
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Re: Two well known luxcore problems.
Yes, my rendering above is done with the new code.
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Re: Two well known luxcore problems.
I'm looking at the code, it is based on the old Lux version and there are parts that doesn't make very much sense. For instance, try to render rough glass with an IOR of 1.0 and it will clearly fail because how the code is written. I have looked at old Lux code and it is the same (it should also produce the same results).
I will wait for the new Disney support for transmission or I will just have to rewrite this thing from scratch.
I will wait for the new Disney support for transmission or I will just have to rewrite this thing from scratch.
Re: Two well known luxcore problems.
Well, don't feel too bad - I tried it in Cycles too, and their Multiscatter GGX method also gives black results with IOR of exactly 1.0.
Do you know if the Disney implementation will support multiscattering? Otherwise it might have a similar darkening issue (although the transmission might work better).
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Re: Two well known luxcore problems.
That is quite strange ... must be the same method.
No, I think default Disney has a normal GGX distribution (by default, to maintain compatibility, it can not be even changed in order to match all other Disney materials implemented in other application).
Re: Two well known luxcore problems.
Ah, that must explain why they have this:Dade wrote: ↑Tue Aug 24, 2021 2:08 pmNo, I think default Disney has a normal GGX distribution (by default, to maintain compatibility, it can not be even changed in order to match all other Disney materials implemented in other application).
And I guess that means we would have to do something similar (at least for the Disney material). Maybe for roughglass it's OK for LuxCore to use Multiscatter GGX exclusively?
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