BlendLuxCore Development

Discussion related to the LuxCore functionality, implementations and API.
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B.Y.O.B.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

I'm working on it. It's super annoying unfortunately.
My plan was to have an adjustable "size" property under the preview, so you can choose if you need a 1m object or 10cm or whatever for this material.
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Re: BlendLuxCore Development

Post by marcatore »

It should be super.
Actually it's always a bit annoying to don't understand what's going on with scene size sample.
If you will not be able to give us the option to choose the preview scene size, I think it could be useful to have a tip under the mat preview where you disclaim the ball size. A real size reference is always better than nothing.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

I had the same idea as fallback. Still, I will try to make the size adjustable.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

Zoom and size are now implemented.
Here's a 5cm leaf (bump height 1mm):
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scrn_2018-03-02_12-36-04.png
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Re: BlendLuxCore Development

Post by Sharlybg »

Zoom and size are now implemented.
Here's a 5cm leaf (bump height 1mm):
CLEVER BOY :ugeek:
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Re: BlendLuxCore Development

Post by marcatore »

B.Y.O.B. wrote: Fri Mar 02, 2018 11:38 am Zoom and size are now implemented.
Here's a 5cm leaf (bump height 1mm):
fantastic!!
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

I started to write a quick start guide in the wiki: https://wiki.luxcorerender.org/BlendLux ... tart_Guide
If you have ideas which areas are the most important for such a guide, tell me.
It is aimed at somewhat experienced people who want to use LuxCore in Blender (so it's not a tutorial for new Blender users - it should explain where LuxCore differs from Cycles and cover most issues people have when switching to LuxCore).
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Re: BlendLuxCore Development

Post by Dade »

BTW, if you translate some of the old "Show-off Pack" scene, let me now so we can add them at https://github.com/LuxCoreRender/LuxCoreTestScenes (the somewhat new show-off pack).
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

A week or two ago I started to work on tonemapped AOVs.
Now I finally had time to fix some of the remaining issues and commit a working state into a branch.

What's this about?
When you render AOVs that contain parts of the contribution to the combined result, like for example light groups (add three light groups and you have the combined result) you usually want them to have the same brightness (the same tonemapping) as the combined result.
The affected AOVs are:
  • light groups (RADIANCE_GROUP)
  • EMISSION
  • DIRECT_DIFFUSE
  • DIRECT_GLOSSY
  • INDIRECT_DIFFUSE
  • INDIRECT_GLOSSY
  • INDIRECT_SPECULAR
  • BY_MATERIAL_ID
  • BY_OBJECT_ID
Until now you had to do the following to get this: get the untonemapped combined result from the RGB AOV, get your untonemapped AOVs from the list above, then do the tonemapping manually, e.g. in the Blender compositor, and put all these AOVs and your RGB AOV through the same tonemapping steps.
This way they match in brightness.

What I try to do now is define a separate imagepipeline for each of those AOVs.
This only works if you use a non-automatic tonemapper (because an automatic tonemapper will tonemap each AOV individually, leading to brightness difference that we want to avoid).

Results:
Attachments
Old: combined is tonemapped, while rest of the AOVs are not
Old: combined is tonemapped, while rest of the AOVs are not
New: AOVs use the same tonemapping as the combined result
New: AOVs use the same tonemapping as the combined result
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Re: BlendLuxCore Development

Post by Sharlybg »

Just wanna know :

Is there any possibility to add roughness control to architectural glass ?
Will be nice to have this. To speed up Bidir engine i currently use low path/eye deph number( 2 to 4 or 6 max for both).But this method result in very dark Rough glass.
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