In cycles I can use hsv controls to control colors of my hdri in blender, can't seem to find a way to do this in luxcore?
Is it not doable?
texture nodes for world hdri
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: texture nodes for world hdri
Currently, LuxCore light source settings are not node-based, they don't support arbitrary textures as input.
For example, in the infinite light properties, I can only specify the file to load and some additional properties: https://wiki.luxcorerender.org/LuxCore_ ... :_infinite
(the infinite light is exposed as "HDRI" mode in the Blender world settings)
For example, in the infinite light properties, I can only specify the file to load and some additional properties: https://wiki.luxcorerender.org/LuxCore_ ... :_infinite
(the infinite light is exposed as "HDRI" mode in the Blender world settings)
Re: texture nodes for world hdri
However they are standard image maps with all connected pre-processing features available (like channel selection, gamma correction, color average, etc.).
Adding HSV pre-processing and exposing the feature would be quite easy.
Adding HSV pre-processing and exposing the feature would be quite easy.
Re: texture nodes for world hdri
I think it would be better to implement a node system for lights. HSV corrections is just one of many things people might apply to a light's color.
Of course it's also more work.
Or did you mean, add HSV to the pre-processing steps of imagemaps?
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Re: texture nodes for world hdri
It would be great if procedural nodes for clouds or stars could be added to the sunsky or general background like it is possible in Cycles.
Re: texture nodes for world hdri
Evaluating textures inside light sources may be quite deadly for OpenCL (as usual the problems are there). It is trivial to do on CPUs, not really on GPUs.
I did.
Re: texture nodes for world hdri
Actually, HSV controls might be enough for hdri. Some hdri's have a bit crazy and oversaturated colors so this might provide quick way of handling this.
also maybe a mirror option as an addition to already present rotation controls... I think that's about it. more detailed tweaks might be better done in other software.
also maybe a mirror option as an addition to already present rotation controls... I think that's about it. more detailed tweaks might be better done in other software.
Re: texture nodes for world hdri
This is already possible if you use a hemi lamp instead of the world settings.
You can set the hemi lamp scale to -1 to mirror the image on that axis.