Why not convert the blackbody color to rgb?B.Y.O.B. wrote: ↑Fri Mar 23, 2018 4:01 pm
I could add that.
However I was also thinking of this: https://github.com/LuxCoreRender/BlendL ... issues/101
But the two behaviours are a bit orthogonal, so we can implement both.
I logged it: https://github.com/LuxCoreRender/BlendL ... issues/102
BlendLuxCore Development
Re: BlendLuxCore Development
Re: BlendLuxCore Development
It's make a tie since i want talk about it. but don't know :
--- Can we add an option to control translucency level in glossy/matte translucent shader ?
--- Also there is know to control light importance in node iditor (maybe because of the upcomming light cache ?)
--- Can we add an option to control translucency level in glossy/matte translucent shader ?
--- Also there is know to control light importance in node iditor (maybe because of the upcomming light cache ?)
Re: BlendLuxCore Development
It is controlled by the diffuse and transmission colors.
But if you use a bright diffuse color, only the non-reflected light can get transmitted (because of energy conservation).
So if you have for example diffuse color 0.7 and transmission color 0.8, the transmitted light will be:
non_reflected = 1.0 - 0.7 = 0.3
transmitted = min(non_reflected, 0.8) = min(0.3, 0.8) = 0.3
So you get 0.3 transmitted light, even though you set 0.8, because most light is reflected.
Hope this clears it up, or is it even more confusing?
Maybe I can show the result of this calculation in the material nodes (only possible if not using textures).
Or did I misunderstand you and you meant something else?
I think I added it a few days ago, it was simply not implemented yet, has nothing to do with light cache.
Re: BlendLuxCore Development
It's clear ! Thanks YouIt is controlled by the diffuse and transmission colors.
But if you use a bright diffuse color, only the non-reflected light can get transmitted (because of energy conservation).
So if you have for example diffuse color 0.7 and transmission color 0.8, the transmitted light will be:
non_reflected = 1.0 - 0.7 = 0.3
transmitted = min(non_reflected, 0.8) = min(0.3, 0.8) = 0.3
So you get 0.3 transmitted light, even though you set 0.8, because most light is reflected.
Hope this clears it up, or is it even more confusing?
Maybe I can show the result of this calculation in the material nodes (only possible if not using textures).
Or did I misunderstand you and you meant something else?
Re: BlendLuxCore Development
[Tonemapper] Is Analog Film Simulation still coming in or is it no more? If yes, could LUTs be also supported?
Re: BlendLuxCore Development
Blender has this feature in the color management settings.
It is superior to a BlendLuxCore implementation because it can even be adjusted after a render is finished.
So I saw no point to implement the LuxCore imagepipeline plugin, I think the presets are mostly the same anyway.
A more interesting feature would be indeed an imagepipeline plugin which supports custom LUTs, but I think it is rather low priority compared to other stuff we have on our todo list.
It is superior to a BlendLuxCore implementation because it can even be adjusted after a render is finished.
So I saw no point to implement the LuxCore imagepipeline plugin, I think the presets are mostly the same anyway.
A more interesting feature would be indeed an imagepipeline plugin which supports custom LUTs, but I think it is rather low priority compared to other stuff we have on our todo list.
Re: BlendLuxCore Development
Yes, am aware of Blender's color management. There's just no easy way to use custom .crf. If it's not too much, could at least reading from file be supported as it used to be?
Re: BlendLuxCore Development
But isn't it exactly what camera response plugin (with a custom file) already does
P.S. for custom file I mean .crf file.
Re: BlendLuxCore Development
Sorry, I completely forgot you can already use a custom file.
I will add the plugin.
I will add the plugin.