Re: Two well known luxcore problems.
Posted: Mon Aug 23, 2021 1:27 pm
He was talking about SDS caustics.
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I fixed a bug in rough glass material. This was before the fix:Sharlybg wrote: Mon Aug 23, 2021 10:19 amhere you go RoughBall.blendDade wrote: Mon Aug 23, 2021 9:44 amThere is no test scene in the linked post.Sharlybg wrote: Mon Aug 23, 2021 9:08 am It is this issue : viewtopic.php?f=5&t=3003&p=27539&hilit= ... ass#p27539
Hi Dade, I have built that commit but it seems still not correct.Dade wrote: Mon Aug 23, 2021 1:38 pm I fixed a bug in rough glass material. This was before the fix:
old.jpg
and this is now:
new.jpg
great, is it available in GitHub yet?
Yes, my rendering above is done with the new code.
Well, don't feel too bad - I tried it in Cycles too, and their Multiscatter GGX method also gives black results with IOR of exactly 1.0.Dade wrote: Tue Aug 24, 2021 10:42 am For instance, try to render rough glass with an IOR of 1.0 and it will clearly fail because how the code is written. I have looked at old Lux code and it is the same (it should also produce the same results).
Do you know if the Disney implementation will support multiscattering? Otherwise it might have a similar darkening issue (although the transmission might work better).Dade wrote: Tue Aug 24, 2021 10:42 am I will wait for the new Disney support for transmission or I will just have to rewrite this thing from scratch.
That is quite strange ... must be the same method.Martini wrote: Tue Aug 24, 2021 11:59 amWell, don't feel too bad - I tried it in Cycles too, and their Multiscatter GGX method also gives black results with IOR of exactly 1.0.Dade wrote: Tue Aug 24, 2021 10:42 am For instance, try to render rough glass with an IOR of 1.0 and it will clearly fail because how the code is written. I have looked at old Lux code and it is the same (it should also produce the same results).![]()
No, I think default Disney has a normal GGX distribution (by default, to maintain compatibility, it can not be even changed in order to match all other Disney materials implemented in other application).Martini wrote: Tue Aug 24, 2021 11:59 amDo you know if the Disney implementation will support multiscattering? Otherwise it might have a similar darkening issue (although the transmission might work better).Dade wrote: Tue Aug 24, 2021 10:42 am I will wait for the new Disney support for transmission or I will just have to rewrite this thing from scratch.
Ah, that must explain why they have this:Dade wrote: Tue Aug 24, 2021 2:08 pmNo, I think default Disney has a normal GGX distribution (by default, to maintain compatibility, it can not be even changed in order to match all other Disney materials implemented in other application).Martini wrote: Tue Aug 24, 2021 11:59 amDo you know if the Disney implementation will support multiscattering? Otherwise it might have a similar darkening issue (although the transmission might work better).Dade wrote: Tue Aug 24, 2021 10:42 am I will wait for the new Disney support for transmission or I will just have to rewrite this thing from scratch.