Blender Procedual Textures in Lux

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Re: Blender Procedual Textures in Lux

Postby Radiance » Tue May 13, 2008 9:34 am

hey,

i also think that maybe SMISRA should wait till we've settled these 2 as 'perfect',
it will prevent him implementing some thing unfinished 10 times :)

greetz,
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Re: Blender Procedual Textures in Lux

Postby Dade » Tue May 13, 2008 2:07 pm

x mfoxdogg: yup, it would be far easier to read.

Radiance wrote:One thing which is strange is that they only implement FloatTexture ?

I think we should add a SpectrumTexture definition too.
We should supply 2 Textures as params to modulate between. (make it like the mix texture)
I don't want to do this now as i don't know if you have this planned dade, please let me know.


I just wrote only the FloatTexture because you can achieve the same result of the SpectrumTexture by using the "mix" texture, however if embedding the "mix" makes exports/users life easier we can add this feature for sure, no problem (do you add this one ?).

Radiance wrote:do the different noisetypes have different options ?


The amount of Blender procedural texture options is quite insane, I have a little knowledge of Blender and I get easy lost there. In my opinion the major work now is mapping the parameters, the default values and choose parameter names.

Looking at the code, all noise functions accept only a 3D point as parameter so I guess they don't have different options.
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Re: Blender Procedual Textures in Lux

Postby mfoxdogg » Wed May 14, 2008 12:18 am

only the musgrave noise basis and 1 of the voronoi noise basis adds or substracts options, the other noise basis's don't, Great work so far, im loving it :)
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Re: Blender Procedual Textures in Lux

Postby Radiance » Wed May 14, 2008 10:43 am

hey dade,

if you want / have time you can do these fixes,
otherwise i'll do them tomorrow or day after, i'm a bit overloaded with a project for work. :)

greetz,
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Re: Blender Procedual Textures in Lux

Postby Dade » Wed May 14, 2008 3:12 pm

Radiance wrote:if you want / have time you can do these fixes,
otherwise i'll do them tomorrow or day after, i'm a bit overloaded with a project for work. :)


I mapped all Blender parameters for musgrave and marble. At http://www.luxrender.net/wiki/index.php ... _emulation you can find the correspondence between Blender UI buttons/fields and Luxrender texture parameters. Fixed a couple of missing things in the sources too.
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Re: Blender Procedual Textures in Lux

Postby Radiance » Wed May 14, 2008 9:53 pm

Hi,

Nice work dade,
i'll run some tests tonight and if all is well i'll get SMISRA going with the infos he needs to do the rest :)

Greetz,
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Re: Blender Procedual Textures in Lux

Postby Radiance » Thu May 15, 2008 4:15 am

ok,

nice work dade :)

i've ran some tests, corrected some typos in the code and scene file docos,
and also added the blender_wood texture to see how much work it is.

it was really simple, it's just parsing the params and handing them over to the blender lib/code :)

i'm going to clean up a bit more, add support for spectrum textures and then i'll hand over the job to smisra for the implementation of the rest of them.

i've also added support for the 3 implemented ones (wood, musgrave, marble) in luxblend.
the params are %100 identical to blender and behave %100 the same. (made heaps of tests)
even the mapping and random pattern is identical. perfect :)

there is a slight difference in gamma but according to my measurements that is normal as we're using
gamma correction and tonemapping. (you can tweak it with the contrast and bright params if you want)

i'll check in my changes in couple of hours...

greetz,
radiance
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blendwood.jpg
blendtest_proc2.jpg
blendproc_test1.jpg
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Re: Blender Procedual Textures in Lux

Postby Radiance » Thu May 15, 2008 6:59 am

here's the result of more play/testing.

some form of laquered dark wood.
i'm getting the hang of it.

it uses a mix of pbrt fbm noise textures modulated by blender_wood with various settings/channels and scaled in the Y direction so it seems 'cut' :)

greetz,
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Re: Blender Procedual Textures in Lux

Postby Dade » Thu May 15, 2008 8:31 am

Radiance wrote:i've also added support for the 3 implemented ones (wood, musgrave, marble) in luxblend.
the params are %100 identical to blender and behave %100 the same. (made heaps of tests)
even the mapping and random pattern is identical. perfect :)


Yup, it should be quite useful for all Blender users and any way having more textures will be useful for everyone.

Radiance wrote:there is a slight difference in gamma but according to my measurements that is normal as we're using
gamma correction and tonemapping. (you can tweak it with the contrast and bright params if you want)


I have spent some time investigating this problem too. I was wondering if some kind of parameter was missing but my conclusion was the Lux rendering is just too different from the Blender one to pretend a pixel-by-pixel match ... I guess it is a feature not a bug :mrgreen:
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Re: Blender Procedual Textures in Lux

Postby Radiance » Thu May 15, 2008 9:18 am

Hey,

I commited the blender_wood.
I've still to write a more general interface which also allows these to be used as a the SpectrumTexture.
Once this is finished i'll communicate the go signal and some getting started infos to SMISRA.

greetz,
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