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Re: Glasses

Postby SATtva » Thu Nov 05, 2009 11:39 am

@namekuseijin, thanks and no reason to be sorry, we're all working on improving this great software. :)

@Lord Crc, Dade, yeah, path integrator made it! Switching from bidir to path resolved the alpha edges issue in PNG-RGBA output, they are nice and soft. TGA-RGBA is still broken. Tested in both 0.6-final and yesterday's tip (gcc 4.4). Lxs contents is below if you're still interested. :)

Code: Select all
# Lux Render v0.6 Scene File
# Exported by LuxBlend Blender Exporter

LookAt -0.000000 -0.628511 0.134885
       -0.000000 0.371489 0.134885
       0.000000 -0.000000 1.000000


Camera "perspective"
   "float fov" [25.750004]
   "float screenwindow" [-0.800000 0.800000 -1.190000 0.810000]


Film "fleximage"
   "integer xresolution" [400]
   "integer yresolution" [500]
   "integer haltspp" [1500]
   "bool premultiplyalpha" ["true"]
   "string tonemapkernel" ["linear"]
   "float linear_sensitivity" [400.000000]
   "float linear_exposure" [0.008000]
   "float linear_fstop" [8.000000]
   "float linear_gamma" [2.200000]
   "integer displayinterval" [60]
   "integer writeinterval" [60]
   "string ldr_clamp_method" ["lum"]
   "bool write_exr" ["false"]
   "bool write_png" ["true"]
   "string write_png_channels" ["RGBA"]
   "bool write_png_16bit" ["false"]
   "bool write_png_gamutclamp" ["true"]
   "bool write_tga" ["true"]
   "string write_tga_channels" ["RGBA"]
   "bool write_tga_gamutclamp" ["true"]
   "string filename" ["/home/blender/lux/renders//default"]
   "bool write_resume_flm" ["false"]
   "bool restart_resume_flm" ["false"]
   "integer reject_warmup" [128]
   "bool debug" ["false"]
   "float colorspace_white" [0.313000 0.329000]
   "float colorspace_red" [0.734700 0.265300]
   "float colorspace_green" [0.273800 0.717400]
   "float colorspace_blue" [0.166600 0.008900]
   "float gamma" [1.500000]

PixelFilter "mitchell"
   "float xwidth" [1.500000]
   "float ywidth" [1.500000]
   "float B" [0.666670]
   "float C" [0.166665]

Sampler "metropolis"
   "float largemutationprob" [0.200000]
   "integer maxconsecrejects" [256]
   "bool usevariance" ["false"]

SurfaceIntegrator "path"
#SurfaceIntegrator "bidirectional"
#   "integer eyedepth" [32]
#   "integer lightdepth" [32]
#   "string strategy" ["auto"]
#   "float eyerrthreshold" [0.000000]
#   "float lightrrthreshold" [0.000000]

VolumeIntegrator "single"
   "float stepsize" [1.000000]

Accelerator "tabreckdtree"
   "integer intersectcost" [80]
   "integer traversalcost" [1]
   "float emptybonus" [0.200000]
   "integer maxprims" [1]
   "integer maxdepth" [-1]
#Accelerator "qbvh"

WorldBegin

Include "default-mat.lxm"

Include "default-geom.lxo"

Include "default-vol.lxv"

WorldEnd

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Re: Glasses

Postby jeanphi » Thu Nov 05, 2009 12:08 pm

Hi,

Lord Crc just fixed a bug in bidir related to this issue.

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Re: Glasses

Postby SATtva » Thu Nov 05, 2009 12:27 pm

Yes, already noticed. I'll check it in a couple of hours.
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Re: Glasses

Postby SATtva » Thu Nov 05, 2009 3:46 pm

Fix confirmed: alpha channel output is according to the defined settings, edges are smooth, tested with path and bidir. Much thanks Lord Crc! :)
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Re: Glasses

Postby Lord Crc » Thu Nov 05, 2009 4:18 pm

No problemo. Does TGA RGBA output work as well? It does here, so would be nice if it did for you too :P

edit: that is, I committed a fix to RGBA output for TGA as well yesterday :)
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Re: Glasses

Postby SATtva » Thu Nov 05, 2009 4:25 pm

Yep, I wasn't specific enough: RGBA output is fixed for both TGA and PNG formats. :) I used the latest tip.

If bugs in other software would have been fixed that promptly, what a wonderful world we could be live in. :roll:
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Re: Glasses

Postby Lord Crc » Thu Nov 05, 2009 4:58 pm

Well if only the bugs were that easy to fix, perhaps... 8-)

edit: cheers for testing btw :D
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