Metal Material

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kintuX
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Re: Metal Material

Post by kintuX »

david57 wrote: Thu May 17, 2018 7:59 pm Here is one I can use.
I found one for brass:
http://www.luxrender.net/forum/viewtopi ... 4&start=10
Yeah, further on also an oxidized version.
And there is still The "Frankenstein" project with whole working nkdata.zip set available.
david57
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Joined: Mon Jan 22, 2018 11:30 pm

Re: Metal Material

Post by david57 »

Oh, thats nice, more nk files.
I managed to make my own nickle file from the snell collections.
It can be used as a stainless steel material.
Attachments
Nickel ni.nk.zip
(481 Bytes) Downloaded 311 times
Nickel.jpg
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Dade
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Re: Metal Material

Post by Dade »

B.Y.O.B. wrote: Thu May 17, 2018 8:10 am I can reproduce the problem.
I have investigated the problem and the LuxCore behavior is correct, the file includes numbers like "137756." and they are not valid floating point numbers. However the problem is easy to fix by editing the file and adding a 0 at the end of the malformed number.
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HoppyHopp
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Re: Metal Material

Post by HoppyHopp »

Hey,
i wanted to know why there is no IOR setting for the Metal Material.
I mean Chromium is about 2.97 and Aluminum 1.44.
CodeHD
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Re: Metal Material

Post by CodeHD »

For metals, the IOR needs to be described as a complex number - composed of refractive index as the real part and the extinction coefficient as the imaginary part. Furthermore, these two vlaues vary much more over the visible range as in the case of glass, so approximating a single value would not be as good.

I'm not even sure you could make a good convenience-model that uses IOR as a single parameter because of this variation.
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B.Y.O.B.
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Re: Metal Material

Post by B.Y.O.B. »

It is possible in LuxCore to specify n,k numbers for metal directly, but this is not exposed in BlendLuxCore. It might actually be a good idea to do it, because even with wrong values, you can achieve interesting effects.
HoppyHopp
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Re: Metal Material

Post by HoppyHopp »

It might actually be a good idea to do it
Would be great!
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Artistus
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Re: Metal Material

Post by Artistus »

B.Y.O.B. wrote: Fri Sep 04, 2020 12:28 pm It is possible in LuxCore to specify n,k numbers for metal directly, but this is not exposed in BlendLuxCore. It might actually be a good idea to do it, because even with wrong values, you can achieve interesting effects.
Hello!

Is there any way to make some custom node combo to be able to fill Nd and K numbers directly?
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B.Y.O.B.
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Re: Metal Material

Post by B.Y.O.B. »

B.Y.O.B. wrote: Fri Sep 04, 2020 12:28 pm It is possible in LuxCore to specify n,k numbers for metal directly, but this is not exposed in BlendLuxCore. It might actually be a good idea to do it, because even with wrong values, you can achieve interesting effects.
I added a "Custom n, k Values" mode to the fresnel texture:
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nk.PNG
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Artistus
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Re: Metal Material

Post by Artistus »

B.Y.O.B. wrote: Sat Feb 06, 2021 2:22 pm I added a "Custom n, k Values" mode to the fresnel texture:
Sorry, I'm relatively new to LuxCore.
Actually switching from Maya + Maxwell Render to Blender + BlendLuxCore.
So far I miss maxwell's separate Nd and K fields for custom numbers.
But here you showed that it can handle colors. Wow, it's looking really interesting - something similar to Maxwell's R2 feature.

But you told above that custom numbers are not exposed in BlendLuxCore. Any chance to have them exposed in Blender any soon, maybe at least in some beta version? Or do you mean you have added those custom numbers already to latest beta?
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