Area lights with variable directional light

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

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Re: Area lights with variable directional light

Postby sharlybg » Wed May 24, 2017 8:52 am

B.Y.O.B. wrote:Ok, I added support in LuxBlend (and description to LuxCore_SDL wiki page).

For users:
You will need the latest LuxCore binaries, e.g. from the binary sdk: viewtopic.php?f=30&t=13329&start=20#p126536


Please can you give me the direct link to download luxblend for new binarie sdk i've found that it'snt include in the sdk ?
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Re: Area lights with variable directional light

Postby burnin » Wed May 24, 2017 11:21 am

Directly Download repository > or go to https://bitbucket.org/luxrender/luxblend25/downloads/?tab=downloads
LuxBlend is 'luxrender' inside 'src' folder...

setting...
areaLightAngle.jpg


PS
Are textures supported? Can't seem to get it working...
& Is it always supposed to be circular? No other shape possible, no gobo?

PPS
Also, is it possible to have 'Angle' for emissive material (Light Emission) or how can Spot Lamp Projector have a fallof/soft shadow without image editing? Could Blend setting work (stay active) with Projector?
Last edited by burnin on Wed May 24, 2017 12:17 pm, edited 1 time in total.
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Re: Area lights with variable directional light

Postby B.Y.O.B. » Wed May 24, 2017 12:11 pm

sharlybg wrote:Please can you give me the direct link to download luxblend for new binarie sdk i've found that it'snt include in the sdk ?

Using the update button in an existing LuxBlend installation is enough, just don't forget to update the LuxCore binaries, too.
this could be helpful: viewtopic.php?f=30&t=13329&start=20#p126536
If you need a fresh LuxBlend, burnin already linked it.
Are textures supported? Can't seem to get it working...

I don't think so, but I didn't look into the LuxCore source.
& Is it always supposed to be circular? No other shape possible, no gobo?

If you need a more complex shape, use IES profiles or textured spot lamps (projector mode).
Btw. if you need a very strong focus (very small spread angle) I would recommend to either use a spot or a laser lamp instead, they will give better performance after my experience.
In LuxBlend I set a soft cap just above the problematic low angles.
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Re: Area lights with variable directional light

Postby burnin » Wed May 24, 2017 12:21 pm

Thanks. Yes, am also using Spot (edited above) but am looking for a way how to make out-of-focus projection with falloff (blend) :D
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Re: Area lights with variable directional light

Postby B.Y.O.B. » Wed May 24, 2017 12:45 pm

Could you post an example image how this should look like?
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Re: Area lights with variable directional light

Postby burnin » Wed May 24, 2017 1:24 pm

Basically, hoping to achieve same behavior as Spot Lamp has in Cycles :oops:
SpotLamp_Projector.jpg


& This is the texture used:
RGB256.jpg
RGB256.jpg (9.07 KiB) Viewed 895 times
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Re: Area lights with variable directional light

Postby B.Y.O.B. » Thu May 25, 2017 8:17 am

LuxCore projector is not as flexible as Cycles.
It only takes an image and projects it into the scene, you can't specify tiling or circle falloff etc.

I think you have to do this as pre-processing work in an external image manipulation program.
Tile the dots image and overlay a circle vignette mask.

edit: something like attached stuff.
Attachments
scrn_25-05-2017_16-53-58.png
scrn_25-05-2017_16-50-22.png
spot.blend
(727.18 KiB) Downloaded 42 times
tiled.png
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Re: Area lights with variable directional light

Postby burnin » Thu May 25, 2017 1:34 pm

Thanks B.Y.O.B. for your effort, i know how Lux's Spot Lamp (Projector) behaves, was just wondering why such limitation and if will be ever lifted?
For now Projector is almost unusable/impractical for physically real projector representations/simulations & animations...
Would something like this be possible in the future? Can it be implemented? (sorry for the shaky hands) ;)

[ Play Quicktime file ] CyclesProjector.mp4 [ 6.24 MiB | Viewed 850 times ]


The thing is, LuX is an amazing light simulation engine, tho similar to Blender, lacking in few but very important areas which are taken for granted nowadays - consistency & ease of use (UI/UX). Lamps, Engines, Shaders, APIs... as are now, are in the state of flux :cry:
Hope dies last :mrgreen:
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