BlendLuxCore Development
Re: BlendLuxCore Development
Development accident.
Re: BlendLuxCore Development
Being able to do such error one day will be a success for me 

Re: BlendLuxCore Development
Please tell me how you and Dade switch between RGB/Spectral ? don't see anything related here 

Re: BlendLuxCore Development
I just set a dispersion value > 0 on the glass node.
That's all, I don't know of any RGB/spectral switch.
That's all, I don't know of any RGB/spectral switch.
Re: BlendLuxCore Development
Very confused.B.Y.O.B. wrote: Mon Jan 22, 2018 9:59 pm I just set a dispersion value > 0 on the glass node.
That's all, I don't know of any RGB/spectral switch.
Dade wrote: Sun Dec 31, 2017 10:44 am Spectral rendering done in LuxCore![]()
spectral2.jpg
(who is used to old LuxRender renderings can easily spot the rainbow-ish white on early stage of the rendering)
spectral1.jpg
This is just the result of a test (direct light only) to check if the general idea can work. I think it is worth some further investigation. It would be the perfect solution:
- it is optional (no cost for normal RGB rendering);
- it does require very little code changes;
- it works on GPUs;
- it works with path, bidir and everything else.
P.S. The pink elephant is a quote from: http://www.luxrender.net/forum/viewtopi ... =8&t=12454
Is Spectral == dispersion ?
or it'snt only related to glass object only ?
Re: BlendLuxCore Development
As far as I know the only part that is currently spectral in LuxCore is the glass sampling code if dispersion > 0 is used.
Re: BlendLuxCore Development
LuxCore does spectral sampling only if needed, for instance, in the case of glass dispersion. Material film coating is only other spectral sampling related feature that old LuxRender was supporting and it could be added too (but it has a very low priority in may todo list). As far as I remember.
Re: BlendLuxCore Development
Now it's clear in my mind thank for explanationLuxCore does spectral sampling only if needed, for instance, in the case of glass dispersion. Material film coating is only other spectral sampling related feature that old LuxRender was supporting and it could be added too (but it has a very low priority in may todo list). As far as I remember.

Re: BlendLuxCore Development
Hi guys.
don't find widget to activate two side on transclucent shaders :
don't find widget to activate two side on transclucent shaders :