PortalShape position/ Shinymetal values

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PortalShape position/ Shinymetal values

Postby miga » Wed May 07, 2008 10:39 pm

Hi,
two quick questions:

1. Does it matter where you define the PortalShapes? The blender exporter puts it in the Light attribute block before the geometry. Would it also be possible to define the portals at the end of the file (or somewhere in the middle) together with the geometry?

2. Can I make the shinymetal material completely matt (blind?)? I thought I could do that with the roughness value (0: clear reflection like metal, 1: matt reflection)
Image
1. ball: kr/ks=0.5; roughness=0
2. ball: kr/ks=0.5; roughness=1
3. ball: kr/ks=1.0; roughness=0
4. ball: kr/ks=1.0; roughness=1
Higher values (>1.0) don't seem to change anything. I want it to become like Suzanne on this picture
Image
Or is this just possible with a different material?
miga
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Re: PortalShape position/ Shinymetal values

Postby Radiance » Thu May 08, 2008 12:51 am

Hi,

1. Does it matter where you define the PortalShapes? The blender exporter puts it in the Light attribute block before the geometry. Would it also be possible to define the portals at the end of the file (or somewhere in the middle) together with the geometry?


Hey, the shapes need to be inside the light block.
However you could move that light block anywhere you want. (but the portalshapes have to remain in the lightblock)
On the other hand it's best to follow the luxblend output convention to make things transparent across platforms.

2. Can I make the shinymetal material completely matt (blind?)? I thought I could do that with the roughness value (0: clear reflection like metal, 1: matt reflection)

Hi,

in theory a roughness of 1.0 will be pure lambertian. (however this is not always the case as you're still using microfacets)
it's also not a good idea performance wise, a lambertian brdf is much easier to compute.
a value of 0.0 should be perfectly specular. (however i'm not sure if this will work)
you might want to do 0.0000001 or something instead.

greetz,
radiance
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Re: PortalShape position/ Shinymetal values

Postby miga » Thu May 08, 2008 12:15 pm

Thanks!

re 1: Done. Added it to the light section
re 2: So which material should I used for matt reflections? The normal matte?
miga
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Re: PortalShape position/ Shinymetal values

Postby Radiance » Thu May 08, 2008 12:20 pm

yeah

true, eg fully 'matte' reflections are diffuse reflections and thus the 'matte' material will render those much more efficiently.

greetz,
radiance
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Re: PortalShape position/ Shinymetal values

Postby Radiance » Thu May 08, 2008 12:21 pm

euuhhm,

I think i just understood you're problem completeley :)

the roughness values are between 0 and 1
eg:

0.000001 = near specular
0.0001 = medium glossy
0.1 = very glossy
1.0 = lambertian/diffuse

greetz,
radiance
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