Yes, by default, we must strictly follow Disney material standard but we can extend it like Cycles did.
Two well known luxcore problems.
Re: Two well known luxcore problems.
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
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.
Uh... regarding the disney material... the white halo at the tangent on bright materials is my luxcore problem number 3
Re: Two well known luxcore problems.
if I understand Disney implementation right, subsurface scattering is pure fake. I guess to make true subsurface scattering volumetrics should be used.Uh... regarding the disney material... the white halo at the tangent on bright materials is my luxcore problem number 3
Re: Two well known luxcore problems.
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.
This bright rim is appearing at grazing angle in certain lighting condition.
Re: Two well known luxcore problems.
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.
Sorry here it is :
Re: Two well known luxcore problems.
Do you think you can do anything to reduce this halo on bidir?
That would be great!
That would be great!