Guys, it seems bump is totally broken in LuxCoreRenderer (LuxBlend API 1.x) at the moment:
Bump doesn't show up no matter how large is the height value.
Moderators: Dade, jromang, tomb, zcott, coordinators
SATtva wrote:Bump doesn't show up no matter how large is the height value.
Dade wrote:SATtva, you have to define UV coordinates for the object or LuxCore will not apply bump/normal mapping. If you unwarp the sphere everything will work fine:
SATtva wrote:Dade wrote:SATtva, you have to define UV coordinates for the object or LuxCore will not apply bump/normal mapping. If you unwarp the sphere everything will work fine:
Ah, that did the trick. But i must say this is very counter-intuitive. Usually one decides to use procedural textures just when he don't want to mess with UV maps, so you can easily assume there is no UV map at all. Could LuxCore generate UV map internally when it's needed?
Dade wrote:SATtva wrote:Dade wrote:SATtva, you have to define UV coordinates for the object or LuxCore will not apply bump/normal mapping. If you unwarp the sphere everything will work fine:
Ah, that did the trick. But i must say this is very counter-intuitive. Usually one decides to use procedural textures just when he don't want to mess with UV maps, so you can easily assume there is no UV map at all. Could LuxCore generate UV map internally when it's needed?
LuxCore should be now able to render bump mapping even when UV coordinates are not available, can you try it ?
RUNTIME ERROR: PathOCLBase kernel compilation error
jensverwiebe wrote:Compiled the new feature, but get immidiately kernel compile error with SATtva's testscene now.
Dade wrote:jensverwiebe wrote:Compiled the new feature, but get immidiately kernel compile error with SATtva's testscene now.
I should have fixed the problem.
SATtva wrote:And here's another issue which definitely is a bug/regression compared to classic Lux: when calculating emission power it seems LuxCore treats every polygon as a separate object instead of calculating power over all polygons of an object using a given emissive material. Here's a simple test: each meshlight is a separate object, they both are using the same material; a left-hand meshlight is a simple plane (one quad) while a right-hand meshlight is split to 11 faces (11 quads). With Lux classic both meshlights produce the same emission power; with LuxCore emission is multiplied.
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