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.
BlendLuxCore Development
Re: BlendLuxCore Development
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.
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.
Re: BlendLuxCore Development
I had the same idea as fallback. Still, I will try to make the size adjustable.
Re: BlendLuxCore Development
Zoom and size are now implemented.
Here's a 5cm leaf (bump height 1mm):
Here's a 5cm leaf (bump height 1mm):
Re: BlendLuxCore Development
CLEVER BOYZoom and size are now implemented.
Here's a 5cm leaf (bump height 1mm):
![Uber Geek :ugeek:](./images/smilies/icon_e_ugeek.gif)
Re: BlendLuxCore Development
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).
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).
Re: BlendLuxCore Development
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).
Re: BlendLuxCore Development
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:
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:
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
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:
Re: BlendLuxCore Development
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.
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.