Re: BlendLuxCore Development
Posted: Mon Jan 22, 2018 9:34 pm
Development accident.
Show your work, get help, participate in development
https://forums.luxcorerender.org/
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 ?
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.
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.