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infinite plane

Posted: Tue Aug 20, 2019 2:15 pm
by lacilaci
Can we have infinite plane in luxcore?

Like a dedicated shader/object that represents endles plane, for ocean or endless ground etc..

Re: infinite plane

Posted: Tue Aug 20, 2019 2:29 pm
by Dade
lacilaci wrote: Tue Aug 20, 2019 2:15 pm Can we have infinite plane in luxcore?

Like a dedicated shader/object that represents endles plane, for ocean or endless ground etc..
Sky2 light source has such a thing (ground color, etc.) but I assume you are looking something where you can cast shadows, etc. Any particular reason to not just use a large square (made of 2 trinagles) ?

Re: infinite plane

Posted: Tue Aug 20, 2019 2:37 pm
by lacilaci
Dade wrote: Tue Aug 20, 2019 2:29 pm
lacilaci wrote: Tue Aug 20, 2019 2:15 pm Can we have infinite plane in luxcore?

Like a dedicated shader/object that represents endles plane, for ocean or endless ground etc..
Sky2 light source has such a thing (ground color, etc.) but I assume you are looking something where you can cast shadows, etc. Any particular reason to not just use a large square (made of 2 trinagles) ?
if I want such mesh plane to cover everything under horizon it has to be massive, isn't such huge plane affecting performance of luxcore when it ends like 100km away?

Re: infinite plane

Posted: Tue Aug 20, 2019 3:15 pm
by lacilaci
Ok, mesh seems to be working fine... Just have to figure how to do the fog on horizon
sea.png
Haven't done some proper measurements but performance looks mostly unaffected (aside noise from sun reflections)

Re: infinite plane

Posted: Fri Aug 30, 2019 5:45 pm
by B.Y.O.B.
lacilaci wrote: Tue Aug 20, 2019 2:37 pm if I want such mesh plane to cover everything under horizon it has to be massive, isn't such huge plane affecting performance of luxcore when it ends like 100km away?
Yes, it can be a problem if it's too large. It will increase the scene bounding box, which can introduce numerical precision issues in the code that uses this bounding box, e.g. the sun light source. So I recommend to keep the ground plane as small as possible.

Re: infinite plane

Posted: Fri Aug 30, 2019 6:39 pm
by lacilaci
B.Y.O.B. wrote: Fri Aug 30, 2019 5:45 pm
lacilaci wrote: Tue Aug 20, 2019 2:37 pm if I want such mesh plane to cover everything under horizon it has to be massive, isn't such huge plane affecting performance of luxcore when it ends like 100km away?
Yes, it can be a problem if it's too large. It will increase the scene bounding box, which can introduce numerical precision issues in the code that uses this bounding box, e.g. the sun light source. So I recommend to keep the ground plane as small as possible.
well good to know, thanks. However the plane can only be so small that it covers horizon... So still big.
So maybe having it as a procedural rendertime object handled by luxcore would have benefits? Like vray does it? Or is this too much of a corner case to bother?

Re: infinite plane

Posted: Fri Aug 30, 2019 8:58 pm
by kintuX
imo, Iray has it best (especially for architects) since ground and more is being part of its Physical Sky