Page 13 of 92

Re: BlendLuxCore Development

Posted: Mon Jan 22, 2018 9:34 pm
by B.Y.O.B.
Development accident.

Re: BlendLuxCore Development

Posted: Mon Jan 22, 2018 9:37 pm
by Sharlybg
Being able to do such error one day will be a success for me :lol:

Re: BlendLuxCore Development

Posted: Mon Jan 22, 2018 9:40 pm
by Sharlybg
Please tell me how you and Dade switch between RGB/Spectral ? don't see anything related here :?

Re: BlendLuxCore Development

Posted: Mon Jan 22, 2018 9:59 pm
by B.Y.O.B.
I just set a dispersion value > 0 on the glass node.
That's all, I don't know of any RGB/spectral switch.

Re: BlendLuxCore Development

Posted: Mon Jan 22, 2018 10:16 pm
by Sharlybg
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.
Very confused.
Dade wrote: Sun Dec 31, 2017 10:44 am Spectral rendering done in LuxCore :o

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


Dade wrote: Fri Jan 19, 2018 11:50 pm
Sharlybg wrote: Fri Jan 19, 2018 10:50 pm I'm bit lost sometimes between dispersion and spectral rendering. Is spectral enable in your render ? Do you think switch option between RGB & Spectral will be exposed in Alpha 2 ?
Yes and yes.
Is Spectral == dispersion ?
or it'snt only related to glass object only ?

Re: BlendLuxCore Development

Posted: Mon Jan 22, 2018 10:18 pm
by B.Y.O.B.
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

Posted: Mon Jan 22, 2018 10:44 pm
by Dade
Sharlybg wrote: Mon Jan 22, 2018 10:16 pm 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.

Re: BlendLuxCore Development

Posted: Tue Jan 23, 2018 9:39 am
by Sharlybg
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 explanation :D

Re: BlendLuxCore Development

Posted: Tue Jan 23, 2018 5:01 pm
by Sharlybg
Hi guys.
don't find widget to activate two side on transclucent shaders :
shade.jpg

Re: BlendLuxCore Development

Posted: Tue Jan 23, 2018 5:18 pm
by B.Y.O.B.
Not implemented yet, sorry.