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Re: Two well known luxcore problems.

Posted: Tue Aug 24, 2021 6:42 pm
by Dade
Martini wrote: Tue Aug 24, 2021 2:24 pm And I guess that means we would have to do something similar (at least for the Disney material).
Yes, by default, we must strictly follow Disney material standard but we can extend it like Cycles did.

Re: Two well known luxcore problems.

Posted: Wed Aug 25, 2021 11:19 am
by juangea
First things first, If in Cycles Multiscatter GGX leads to Blackness with 1.0 IOR then it should be reported as a BUG AFAIK, so if you can please do it :)

Second, I think elevating the current Disney material implementation to the 2015 version could be a first great step, this would ease the interpretation of Cycles materials a lot and will allow us to use "agnostic" assets that comes from libraries that are already prepared for Cycles, that would save a lot of work time.

Another thing that kills the possibility of using Cycles materials is the mapping node, while both renders have similar nodes, I don't get why the Cycles mapping node is not interpreted and translated when used with Luxcore, I think this has been mentioned in the past, but may be some kind of limitation?

Anyways, everything is important, you probably have an order of development of some kind, I just wanted to remember these two things too :)

Re: Two well known luxcore problems.

Posted: Thu Aug 26, 2021 12:51 pm
by daros
Uh... regarding the disney material... the white halo at the tangent on bright materials is my luxcore problem number 3

Capture.JPG
Capture.JPG (11.5 KiB) Viewed 6690 times

Re: Two well known luxcore problems.

Posted: Fri Aug 27, 2021 12:04 pm
by chuchur
Uh... regarding the disney material... the white halo at the tangent on bright materials is my luxcore problem number 3
if I understand Disney implementation right, subsurface scattering is pure fake. I guess to make true subsurface scattering volumetrics should be used.

Re: Two well known luxcore problems.

Posted: Fri Aug 27, 2021 2:29 pm
by Sharlybg
The material here as well as the Luxcore disney doesn't have SSS of any sort.
This bright rim is appearing at grazing angle in certain lighting condition.

Re: Two well known luxcore problems.

Posted: Fri Aug 27, 2021 2:58 pm
by Dade
Sharlybg wrote: Fri Aug 27, 2021 2:29 pm The material here as well as the Luxcore disney doesn't have SSS of any sort.
This bright rim is appearing at grazing angle in certain lighting condition.
Try to wonder what I'm asking ... right, a test scene.

Have you tried to use the Disney parameters with Cycles ?

Re: Two well known luxcore problems.

Posted: Fri Aug 27, 2021 3:39 pm
by Sharlybg
Sorry here it is :
Rim.jpg
Rim.zip
(1.78 MiB) Downloaded 288 times

Re: Two well known luxcore problems.

Posted: Sat Aug 28, 2021 11:09 am
by Dade
Is it a BiDir only problem ?

Path:

path.jpg

BiDir:

bidir.jpg

Re: Two well known luxcore problems.

Posted: Sat Aug 28, 2021 11:18 am
by Dade
Yes, it is easy to spot the problem using light tracing only rendering:

light.jpg
(the fireflies on the edges)

Re: Two well known luxcore problems.

Posted: Mon Aug 30, 2021 9:53 pm
by daros
Do you think you can do anything to reduce this halo on bidir?
That would be great!