LuxCore: new features

Discussion related to the implementation of new features & algorithms to the Core Engine.

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Re: LuxCore: new features

Postby Dade » Wed Jan 06, 2016 6:09 am

I added the support for "localmapping3d" texture mapping:

map.jpg


The 2 monkeys use the same texture definition:

Code: Select all
scene.textures.tex.type = checkerboard3d
scene.textures.tex.texture1 = 0.7 0.0 0.0
scene.textures.tex.texture2 = 0.7 0.7 0.7
scene.textures.tex.mapping.type = localmapping3d
scene.textures.tex.mapping.transformation = 0.5 0.0 0.0 0.0  0.0 0.5 0.0 0.0  0.0 0.0 0.5 0.0  0.0 0.0 0.0 1.0


Because the procedural textures work in local object space, they looks the same on both monkeys:

Code: Select all
################################################################################
scene.shapes.monkey.type = mesh
scene.shapes.monkey.ply = scenes/bigmonkey/bigmonkey.ply
################################################################################
scene.objects.red0.material = redmat
scene.objects.red0.shape = monkey
scene.objects.red0.transformation = 1.0 0.0 0.0 0.0  0.0 1.0 0.0 0.0  0.0 0.0 1.0 0.0  -3.5 0.0 0.0 1.0
##
scene.objects.red1.material = redmat
scene.objects.red1.shape = monkey
scene.objects.red1.transformation = 1.0 0.0 0.0 0.0  0.0 1.0 0.0 0.0  0.0 0.0 1.0 0.0  2.5 0.0 0.0 1.0


They would look different if I was using globalmap3d as the points where procedural texture is evaluate would be different.
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Re: LuxCore: new features

Postby Dade » Wed Jan 06, 2016 6:14 am

I don't plan to port "spherical", "cylindrical" and "planar" 2D texture mapping as they look just school exercise coming from PBRT.

Instead, I can not figure out what GlobalNormalMapping3D and LocalNormalMapping3D can be used for: they work with normal instead of point, I can not think a way to use them :?:
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Re: LuxCore: new features

Postby B.Y.O.B. » Wed Jan 06, 2016 8:25 am

Dade wrote:I added the support for "localmapping3d" texture mapping

I added the support in LuxBlend. Thank you!
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Re: LuxCore: new features

Postby SATtva » Wed Jan 06, 2016 8:29 am

Thanks to both of you!
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Re: LuxCore: new features

Postby jeanphi » Wed Jan 06, 2016 11:08 am

Dade wrote:Instead, I can not figure out what GlobalNormalMapping3D and LocalNormalMapping3D can be used for: they work with normal instead of point, I can not think a way to use them :?:

Isn't that meant for dust or snow like textures on objects that you'd like to rotate?

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Re: LuxCore: new features

Postby Dade » Sat Jan 09, 2016 4:45 am

I added the support for RenderSession Pause(), UnPause(), IsInPause(), IsInSceneEdit() and IsStarted() to LuxCore API. I think it is pretty obvious what they do.

Note: Pause and scene edit are orthogonal so they can be mixed as you like.
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Re: LuxCore: new features

Postby pciccone » Sat Jan 09, 2016 10:11 am

Hi Dade.

Thank you for the API extension. What about renaming UnPause() as Resume()?
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Re: LuxCore: new features

Postby Dade » Sat Jan 09, 2016 10:45 am

pciccone wrote:Thank you for the API extension. What about renaming UnPause() as Resume()?


BeginPause()/EndPause() to match BeginEditScene()/EndEditScene() ?
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Re: LuxCore: new features

Postby pciccone » Sat Jan 09, 2016 10:55 am

Dade wrote:
pciccone wrote:Thank you for the API extension. What about renaming UnPause() as Resume()?


BeginPause()/EndPause() to match BeginEditScene()/EndEditScene() ?

That's OK, if you prefer that form, I could live with it :)

Thanks.
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Re: LuxCore: new features

Postby Dade » Sat Jan 09, 2016 11:55 am

Ok, renamed UnPause() to Resume().
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