LuxRender official feature request thread

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attention: please vote only one time, vote are registered as image

physical sky clouds texturing TOT. VOTES = 42 viewtopic.php?f=13&t=4373#p45465
19
23%
exif data TOT. VOTES = 10 viewtopic.php?f=13&t=4373&start=10#p45498
8
10%
camera color correction TOT. VOTES = 15 viewtopic.php?f=13&t=4373&start=10#p45544
6
7%
Face rendering behavior TOT. VOTES = 8 viewtopic.php?f=13&t=4373&start=10#p45554
3
4%
Media precedence TOT. VOTES = 13 viewtopic.php?f=13&t=4373&p=45779#p45777
7
8%
Multiple UVs per mesh TOT. VOTES = 27 viewtopic.php?f=13&t=4373&p=45779#p45777
14
17%
full motion blur TOT. VOTES = 28 viewtopic.php?f=13&t=4373&start=30#p45895
13
16%
Ptex Per-Face Texture Map. TOT. VOTES = 21 viewtopic.php?f=13&t=4373&start=30#p45981
13
16%
 
Total votes : 83

Re: LuxRender official feature request thread

Postby patro » Sat Sep 18, 2010 7:45 am

hi all,
today I was playing with the sky color... and I wasn't able to get a blue intense sky... the only way was trough the gamma correction tool in Luxrender window... this have the problem to increase darkening on all scene material color.
see the whole topic for more example, image... and conclusion or to post some other tip.
viewtopic.php?f=36&t=4595

well... I think about a new feature request, it's a small tool to add to all lights listed in "lights group" in Luxrender UI.
the goal of the new tool is to increase or decrease... the gamma of each light separately from the other.
for example this way I could increase the intensity of the blue of the sky... without to increase the intensity on all other color of the whole scene. it could also interesting for single spotlights.

is my idea possible?
or there is just another way at time... obviously with exception of photoshop-gimp-etc.

thank you
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Re: LuxRender official feature request thread

Postby thomas » Mon Sep 20, 2010 3:23 am

Hey all,

Additionally to patro's request maybe a Hue+Saturation control for the sunsky can provide additional control over sky appearance. I've seen this in other sky implementations and I think, in combination with the gain control, will give a very versatile sky.

Local texture coordinates. When rendering a rotating door with procedural textures I had to use this little script link to update the Texture Transformation:
Code: Select all
props = ma.properties['luxblend']
props['3drotate'] = ' '.join([str(degrees(-x)) for x in ob.getEuler()])
props['3dtranslate'] = ' '.join([str(-x) for x in ob.getLocation()])

I think it would be great if something like this was implemented in LuxBlend directly, based on individual object matrices.

Regards,
Thomas
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Re: LuxRender official feature request thread

Postby patro » Mon Sep 20, 2010 7:21 am

thomas wrote:Additionally to patro's request maybe a Hue+Saturation control for the sunsky ..................


hi,
are you referring to the posted above idea, or to the extend sky parameter of the first posted request?

your idea is a bit better than mine :).... but I think that it must be implemented as generic tool for all lights type in light group.
I extend the request by:
a small preview render window in light group to see the result of all added and edited effects... before to waste time by adding it to the whole render.

please some could say if it's possible to add this tool?
tool given from:
viewtopic.php?f=13&t=4373&start=70#p48137 + viewtopic.php?f=13&t=4373&start=70#p48240 + this one
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Re: LuxRender official feature request thread

Postby jeanphi » Mon Sep 20, 2010 8:03 am

Hi,

Since we use the same model than Yafaray and they have a pretty good description of it, I'll direct you to their sky light documentation for the effect of the various tuning knobs. The A, B, C, D and E parameters are available as "float aconst", "float bconst", ... parameters in the LuxRender sky light.

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Re: LuxRender official feature request thread

Postby patro » Mon Sep 20, 2010 8:19 am

jeanphi wrote:Hi,

Since we use the same model than Yafaray and they have a pretty good description of it, I'll direct you to their sky light documentation for the effect of the various tuning knobs. The A, B, C, D and E parameters are available as "float aconst", "float bconst", ... parameters in the LuxRender sky light.

Jeanphi


I don't use luxblend... please could you share the sky "data" to add or to edit in lxs file.
we have only gain,turbidity and sun size.
btw.... what about all other editable sky/sun parameter in yafaray? are they also available for luxrender?
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Re: LuxRender official feature request thread

Postby jeanphi » Mon Sep 20, 2010 8:38 am

patro wrote:I don't use luxblend... please could you share the sky "data" to add or to edit in lxs file.
we have only gain,turbidity and sun size.
btw.... what about all other editable sky/sun parameter in yafaray? are they also available for luxrender?

Those parameters have not been made available in exporters because they are quite cryptic and not very user friendly. So you just need to add "float aconst" [1.0] for example to the "sky" or "sunsky" light definition.
What other parameters are you talking about? We have turbibidity, aconst, ..., econst and that's about all they have too.

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Re: LuxRender official feature request thread

Postby patro » Mon Sep 20, 2010 9:00 am

jeanphi wrote:Those parameters have not been made available in exporters because they are quite cryptic and not very user friendly. So you just need to add "float aconst" [1.0] for example to the "sky" or "sunsky" light definition.
What other parameters are you talking about? We have turbibidity, aconst, ..., econst and that's about all they have too.

Jeanphi

I meant Darktide Sunsky
http://www.yafaray.org/documentation/us ... s#darktide

about the sky..........
AttributeBegin # Sky002
LightGroup "Sky002"
LightSource "sunsky" "vector sundir" [-0.023956 -0.990484 0.135530] "float gain" [1.000000] "float relsize" [1.000000] "float turbidity" [2.200000] "float aconst" [1.0] <-(?)
AttributeEnd

did you mean this way?
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Re: LuxRender official feature request thread

Postby jeanphi » Mon Sep 20, 2010 9:05 am

patro wrote:I meant Darktide Sunsky

I quoted the sunsky section and not the whole page for a reason :) Darktide sunsky is specific to Yafaray.

patro wrote:about the sky..........
AttributeBegin # Sky002
LightGroup "Sky002"
LightSource "sunsky" "vector sundir" [-0.023956 -0.990484 0.135530] "float gain" [1.000000] "float relsize" [1.000000] "float turbidity" [2.200000] "float aconst" [1.0] <-(?)
AttributeEnd

did you mean this way?

Exactly, and the same goes for the other parameters.

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Re: LuxRender official feature request thread

Postby patro » Mon Sep 20, 2010 9:16 am

OK!
what do you think about this request:
patro wrote:well... I think about a new feature request, it's a small tool to add to all lights listed in "lights group" in Luxrender UI.
the goal of the new tool is to increase or decrease... the gamma of each light separately from the other.
for example this way I could increase the intensity of the blue of the sky... without to increase the intensity on all other color of the whole scene. it could also interesting for single spotlights.

and this other one:
patro wrote:a small preview render window in light group to see the result of all added and edited effects... before to waste time by adding it to the whole render.

as always Jeanphi..... thank you for the time and interest.
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Re: LuxRender official feature request thread

Postby jeanphi » Mon Sep 20, 2010 9:38 am

patro wrote:well... I think about a new feature request, it's a small tool to add to all lights listed in "lights group" in Luxrender UI.
the goal of the new tool is to increase or decrease... the gamma of each light separately from the other.
for example this way I could increase the intensity of the blue of the sky... without to increase the intensity on all other color of the whole scene. it could also interesting for single spotlights.

The light group processing is done before the imaging pipeline (which includes gamma correction) this would be a rather intrusive change, and I'm not sure it'd bring much in practice. If you want your sky to be more blueish, why don't you apply a blue filter on it?

patro wrote:a small preview render window in light group to see the result of all added and edited effects... before to waste time by adding it to the whole render.

This I really don't get, light group feedback is interactive in the whole render.

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