Lux Glass Architectural -VS- Custom made Thin Glass (Architectural or sort of, it's OCL only) -VS- Thick Glass (2mm)
BiDir
Path OCL (2, 2, 2)
Path OCL (4, 4, 6) Default
Path OCL (6, 8, 12)
Nodes for custom thin Glass (Architectural)
WIP PGI DEMO
Re: WIP PGI DEMO
Why it is working only in OCl mod
Re: WIP PGI DEMO
BiDir needs deeper path depth.
Re: WIP PGI DEMO
Fridge filling completed : lot of modelling happy it is finish now . As said before Glass2 is by far superior to normal glass. think it should be default
Re: WIP PGI DEMO
This pickles look so good, now i want some.
Maybe the lemon specular reflection is little high.
The yellow paprika looks little green, or it's my monitor color profile.
Maybe the lemon specular reflection is little high.
The yellow paprika looks little green, or it's my monitor color profile.
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Re: WIP PGI DEMO
Looks great!
Where do I find glass2 ??
Where do I find glass2 ??
Re: WIP PGI DEMO
Not sure what you mean?
"glass2" was something from old LuxRender.
Do you mean using an interior volume with glass, for correct volumetric absorption?
Re: WIP PGI DEMO
I'd also like to know what is glass2? Also, can we have option for materials to pass through photons/diffuse in general?
Re: WIP PGI DEMO
Glass 2 is the generic name for glass with volume absorbption inside.
Or i am wrong.
Or i am wrong.
Re: WIP PGI DEMO
I wanted "Thin/Architectural Glass" to look like "Glass2" with BiDir or UniDir/Path having path depth large enough (10+ bounces). As you can see, it works all over, but gives me wanted results only with OCL. Otherwise it's darkened, which i find useless and have also complained about it in an older thread (Glass is getting too dark...). One of the main reasons why i prefer to work with Cycles multiscatter GGX (+ shader nodes trickery & maneuverability). Since Architects & Industrial Designers adore modern materials (Glass, Metals, Multilayered Composites, Plastics/SSS, Iridescence...) Cycles gives me pretty much free hands with everything.
Now, i understand the shader models in LuxCore are somewhat old, so hopefully in future we'll see better Materials with less energy loss (and possibly less "physically correct" restrictions)
Great work! btw