I installed the blender add-on, and switched to luxcore renderer. But I can't find the luxcore materials (e.g. roughmatte) and luxcore material properties.
How?
luxcore materials in blender
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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.
- FarbigeWelt
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Re: luxcore materials in blender
Did you get to to the following tools tab?
You can easy use nodes now to build the material you like to have.
Set specular color to 0,0,0 to get matte looking.Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
MacBook Air with M1
MacBook Air with M1
Re: luxcore materials in blender
You have to make one of the areas into a node editor, that's where you can edit materials.
You can add new nodes (materials, textures etc.) by hovering your mouse over the node editor, then press Shift+A.
Here is the BlendLuxCore manual (I admit it does not explain everything yet, we need more wiki authors):
https://wiki.luxcorerender.org/Category:BlendLuxCore
About the node editor basics:
https://wiki.luxcorerender.org/BlendLuxCore_Node_Editor
You can add new nodes (materials, textures etc.) by hovering your mouse over the node editor, then press Shift+A.
Here is the BlendLuxCore manual (I admit it does not explain everything yet, we need more wiki authors):
https://wiki.luxcorerender.org/Category:BlendLuxCore
About the node editor basics:
https://wiki.luxcorerender.org/BlendLuxCore_Node_Editor
Re: luxcore materials in blender
Yes, that is what I did, and what I see.
But I'm expecting to see the materials from the LuxCore SDL Reference Manual v2.0. e.g. roughmatte, and the extra properties like cauchyc for glass. Where are they?
But I'm expecting to see the materials from the LuxCore SDL Reference Manual v2.0. e.g. roughmatte, and the extra properties like cauchyc for glass. Where are they?
- FarbigeWelt
- Donor
- Posts: 1046
- Joined: Sun Jul 01, 2018 12:07 pm
- Location: Switzerland
- Contact:
Re: luxcore materials in blender
There is also a way to get rough matte material.
Maybe 'sigma' is not the best way to call it. And in lots of cases you get a useful tip waiting with the mouse pointer above an user interface item.
Maybe 'sigma' is not the best way to call it. And in lots of cases you get a useful tip waiting with the mouse pointer above an user interface item.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
MacBook Air with M1
MacBook Air with M1
Re: luxcore materials in blender
The nodes don't expose the LuxCore properties 1:1, they are a more user-friendly version.
Sometimes one node creates multiple LuxCore materials behind the scene, e.g. the glass node can create glass, roughglass and archglass depending on the settings.
You can see what exactly is going on in the Python export code: https://github.com/LuxCoreRender/BlendL ... /materials
Does this help or do I misunderstand what you asked?
Re: luxcore materials in blender
I'm going to check the code.
My objective is to manually create the materials that I cannot import from the models/scenes I create with pyluxcore.
The super-objective is to understand and find a way around the issue that I have to create lenses with hyper-fine meshes to avoid strange artifacts on the projection plane. At the moment my models take 1 hour to render in sufficient quality on a strong computer.
Actually the bigger part of the time is for adding the hyper-fine meshes to the scene. I have the suspect that the API is iterating over each vertex and face to transform from python list to the actual data type. Then I guess it would be worthwhile to provide API calls to feed in the the target types directly, in best case compatible/convertible with ndarrays.
My objective is to manually create the materials that I cannot import from the models/scenes I create with pyluxcore.
The super-objective is to understand and find a way around the issue that I have to create lenses with hyper-fine meshes to avoid strange artifacts on the projection plane. At the moment my models take 1 hour to render in sufficient quality on a strong computer.
Actually the bigger part of the time is for adding the hyper-fine meshes to the scene. I have the suspect that the API is iterating over each vertex and face to transform from python list to the actual data type. Then I guess it would be worthwhile to provide API calls to feed in the the target types directly, in best case compatible/convertible with ndarrays.