BlendLuxCore Development
Re: BlendLuxCore Development
They were added after the release of alpha4.
Re: BlendLuxCore Development
Where's Fresnel on Glossy and/or node for mixing?
Re: BlendLuxCore Development
Glossy has these options: https://wiki.luxcorerender.org/LuxCore_ ... e:_glossy2
What do you mean exactly? A view-dependent mix factor like the Cycles "Blend" node?
Currently LuxCore does not offer this, but I think it could be implemented.
Re: BlendLuxCore Development
I always wonder if theses node reproduce physically accurate behavior. and if yes :A view-dependent mix factor like the Cycles "Blend" node?
Currently LuxCore does not offer this, but I think it could be implemented.
__ what are the relevant scenario for that ?
__ why we didn't support this since lux 0.8 as we accuracy oriented

Re: BlendLuxCore Development
The Fresnel "mix" is already embedded in materials like GlossyCoatting, GlossyTranslucent, etc.Sharlybg wrote: Tue Feb 13, 2018 11:38 am __ why we didn't support this since lux 0.8 as we accuracy oriented![]()
Adding Fresnel driven mix is easy, the problem is that all recursive materials and textures (i.e materials referencing others materials) are kryptonite for GPUs.
Re: BlendLuxCore Development
Was thinking about this also:B.Y.O.B. wrote: Tue Feb 13, 2018 10:56 amGlossy has these options: https://wiki.luxcorerender.org/LuxCore_ ... e:_glossy2
What do you mean exactly? A view-dependent mix factor like the Cycles "Blend" node?
Currently LuxCore does not offer this, but I think it could be implemented.
Old Glossy VS
New Glossy (no Advanced /IOR?)
Re: BlendLuxCore Development
I did not get around to implement IOR support for the glossy node yet.
However, as far as I know the IOR is just an alternative way of specifying the specular color (or rather, brightness).
In both cases, when you use specular color or IOR to specify the reflection brightness, the material will simulate the fresnel effect.
However, as far as I know the IOR is just an alternative way of specifying the specular color (or rather, brightness).
In both cases, when you use specular color or IOR to specify the reflection brightness, the material will simulate the fresnel effect.
Re: BlendLuxCore Development
Yes, have noticed that fresnel with glossy is present, but only intensity can be controlled now.B.Y.O.B. wrote: Tue Feb 13, 2018 12:31 pm I did not get around to implement IOR support for the glossy node yet.
However, as far as I know the IOR is just an alternative way of specifying the specular color (or rather, brightness).
In both cases, when you use specular color or IOR to specify the reflection brightness, the material will simulate the fresnel effect.
Nice to know it's coming in.
Thank you.
Re: BlendLuxCore Development
Thanks to Philstix we now have a node with IOR presets - and you can even search them comfortably.
Re: BlendLuxCore Development
Hi guy !
just wonder if it's possible to implement a feature that allow us to save render without stop it.
___ User select file type(jpg/exr/png) and target folder
___ then another setting to define saving frequency ( by sample/ by time)
Or at the end of the render
just wonder if it's possible to implement a feature that allow us to save render without stop it.
___ User select file type(jpg/exr/png) and target folder
___ then another setting to define saving frequency ( by sample/ by time)
Or at the end of the render