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Re: BlendLuxCore Development
Posted: Tue Feb 13, 2018 7:56 am
by B.Y.O.B.
They were added after the release of alpha4.
Re: BlendLuxCore Development
Posted: Tue Feb 13, 2018 10:17 am
by kintuX
Where's Fresnel on Glossy and/or node for mixing?
Re: BlendLuxCore Development
Posted: Tue Feb 13, 2018 10:56 am
by B.Y.O.B.
kintuX wrote: Tue Feb 13, 2018 10:17 am
Where's Fresnel on Glossy and/or node for mixing?
Glossy has these options:
https://wiki.luxcorerender.org/LuxCore_ ... e:_glossy2
What do you mean exactly? A view-dependent mix factor like the Cycles "Blend" node?
Currently LuxCore does not offer this, but I think it could be implemented.
Re: BlendLuxCore Development
Posted: Tue Feb 13, 2018 11:38 am
by Sharlybg
A view-dependent mix factor like the Cycles "Blend" node?
Currently LuxCore does not offer this, but I think it could be implemented.

- cycles node.png (14.17 KiB) Viewed 6872 times
I always wonder if theses node reproduce physically accurate behavior. and
if yes :
__ what are the relevant scenario for that ?
__ why we didn't support this since lux 0.8 as we accuracy oriented

Re: BlendLuxCore Development
Posted: Tue Feb 13, 2018 11:53 am
by Dade
Sharlybg wrote: Tue Feb 13, 2018 11:38 am
__ why we didn't support this since lux 0.8 as we accuracy oriented
The Fresnel "mix" is already embedded in materials like GlossyCoatting, GlossyTranslucent, etc.
Adding Fresnel driven mix is easy, the problem is that all recursive materials and textures (i.e materials referencing others materials) are kryptonite for GPUs.
Re: BlendLuxCore Development
Posted: Tue Feb 13, 2018 12:25 pm
by kintuX
B.Y.O.B. wrote: Tue Feb 13, 2018 10:56 am
kintuX wrote: Tue Feb 13, 2018 10:17 am
Where's Fresnel on Glossy and/or node for mixing?
Glossy has these options:
https://wiki.luxcorerender.org/LuxCore_ ... e:_glossy2
What do you mean exactly? A view-dependent mix factor like the Cycles "Blend" node?
Currently LuxCore does not offer this, but I think it could be implemented.
Was thinking about this also:
Old Glossy
VS
New Glossy (no Advanced /IOR?)
Re: BlendLuxCore Development
Posted: Tue Feb 13, 2018 12:31 pm
by B.Y.O.B.
I did not get around to implement IOR support for the glossy node yet.
However, as far as I know the IOR is just an alternative way of specifying the specular color (or rather, brightness).
In both cases, when you use specular color or IOR to specify the reflection brightness, the material will simulate the fresnel effect.
Re: BlendLuxCore Development
Posted: Tue Feb 13, 2018 12:48 pm
by kintuX
B.Y.O.B. wrote: Tue Feb 13, 2018 12:31 pm
I did not get around to implement IOR support for the glossy node yet.
However, as far as I know the IOR is just an alternative way of specifying the specular color (or rather, brightness).
In both cases, when you use specular color or IOR to specify the reflection brightness, the material will simulate the fresnel effect.
Yes, have noticed that fresnel with glossy is present, but only intensity can be controlled now.
Nice to know it's coming in.
Thank you.
Re: BlendLuxCore Development
Posted: Wed Feb 14, 2018 6:32 am
by B.Y.O.B.
Thanks to Philstix we now have a node with IOR presets - and you can even search them comfortably.
Re: BlendLuxCore Development
Posted: Wed Feb 14, 2018 9:25 am
by Sharlybg
Hi guy !
just wonder if it's possible to implement a feature that allow us to save render without stop it.
___ User select file type(jpg/exr/png) and target folder
___ then another setting to define saving frequency ( by sample/ by time)
Or at the end of the render