LuxRender official feature request thread

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attention: please vote only one time, vote are registered as image

physical sky clouds texturing TOT. VOTES = 42 viewtopic.php?f=13&t=4373#p45465
19
23%
exif data TOT. VOTES = 10 viewtopic.php?f=13&t=4373&start=10#p45498
8
10%
camera color correction TOT. VOTES = 15 viewtopic.php?f=13&t=4373&start=10#p45544
6
7%
Face rendering behavior TOT. VOTES = 8 viewtopic.php?f=13&t=4373&start=10#p45554
3
4%
Media precedence TOT. VOTES = 13 viewtopic.php?f=13&t=4373&p=45779#p45777
7
8%
Multiple UVs per mesh TOT. VOTES = 27 viewtopic.php?f=13&t=4373&p=45779#p45777
14
17%
full motion blur TOT. VOTES = 28 viewtopic.php?f=13&t=4373&start=30#p45895
13
16%
Ptex Per-Face Texture Map. TOT. VOTES = 21 viewtopic.php?f=13&t=4373&start=30#p45981
13
16%
 
Total votes : 83

Re: LuxRender official feature request thread

Postby patro » Sun Aug 29, 2010 12:56 pm

hi all,
any idea about all listed feature request that have just a task in Mantis?

I'm sure about:

bercon maps
sss
media precedence
Multiple UVs per mesh

please report all other requested feature in this topic that just have a task in mantis also the link!
thank you in advance!
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Re: LuxRender official feature request thread

Postby Conz » Mon Aug 30, 2010 12:17 pm

I want to expand patros request for Env-Maps.

It would be nice to have different maps for different features.
- Small EXR/HDR for IBL (eg. 512x256 or 1024x512, blured)
- Big EXR/HDR for reflections (eg. 2048x1024 [2k] or bigger)
- Huge JPG/PNG for background/world (eg. 8192x4096 [8k] or bigger)

Lighting with huge HDR/EXR (eg. 8192x4096 [8k] or bigger - sp. with small, high contrast lights in it) take for ever. And in extreme situation it produces fireflies or artefacts in tonemapping.

It would be cool to have special maps for different features. IMHO it could help for the probem with GPU-Memory with PathGPU in SLG, too. I have had some problems with huge HDR and SLG with PathGPU. (GTX 275)
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Re: LuxRender official feature request thread

Postby patro » Mon Aug 30, 2010 12:47 pm

@Conz
you mean environment mapping like in maxwell render ;) yep it would be nice!

the problem you got with big 8000X4000 hdr/exr for reflection is related to the fact that a images like this are 144MB as hdr and about the double if exr!
but any software to load that image... will load it like ps or gimp do... this mean - in a kind of decompressed mode - a lot of memory amount... I think about X10. that's why as background are used high quality jpg from hdr! and for reflection/illumination smaller and smaller hdr!

anyway I will add the link to your post to my posted env map request ;)
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Re: LuxRender official feature request thread

Postby A-man » Tue Aug 31, 2010 8:36 pm

You know what would be cool? Have a button down by the clay render button, called Xray. With this setting you would be able to set densities per material, and then render something that looked like an xray based on the thickness and density of the objects. This would be pretty much useless, but I think pretty cool.
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Re: LuxRender official feature request thread

Postby dougal2 » Wed Sep 01, 2010 5:36 am

A-man wrote:You know what would be cool? Have a button down by the clay render button, called Xray. With this setting you would be able to set densities per material, and then render something that looked like an xray based on the thickness and density of the objects. This would be pretty much useless, but I think pretty cool.

I presume you're talking about LuxBlend, so you could already do that by changing the Clay material to a glass2 with a small amount of absorption.
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Re: LuxRender official feature request thread

Postby jeanphi » Wed Sep 01, 2010 6:59 am

dougal2 wrote:I presume you're talking about LuxBlend, so you could already do that by changing the Clay material to a glass2 with a small amount of absorption.

Actually you don't even need glass2, a simple null material with absorption would do and be faster. Volumes can be used with all material types.

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Re: LuxRender official feature request thread

Postby SATtva » Sat Sep 04, 2010 10:37 am

SATtva wrote:
A-man wrote:
SATtva wrote:Or even like that? :)


No, actually I was aiming for the effect of molten marbles cooling off on a production line. They start off orange hot, but eventually gradiate through red and then to black, and the red is somewhat clear, yet emissive. Sorry to go a little off topic.

I'm sure this is also possible, but too tired now to make the material. I'll take a look tomorrow if I have time.

A-man, I'm sorry, it took me too long to look into this. :) Do you want to achieve something like this?

hot-pots.jpg
Cooling pots. Only procedural "blend" texture with blackbody emitter.

screen.png
Material settings.
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Re: LuxRender official feature request thread

Postby A-man » Sat Sep 04, 2010 5:50 pm

Thats actually very close to what I'm looking for. The hot end will be a little more orange, but essentially thats what I'm looking for. Thanks!
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Re: LuxRender official feature request thread

Postby SATtva » Sun Sep 05, 2010 11:02 am

A-man wrote:The hot end will be a little more orange

That's mostly a colorspace issue -- it will be more orange or red depending on the colorspace selected.
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Re: LuxRender official feature request thread

Postby patro » Fri Sep 17, 2010 9:42 am

@ SATtva
I have a request to you.
if you could export some special and complicated materials like the one you posted above as lbm and upload them in material database.
to create some example materials like skin, leaf etc.

I ask this because... for new user is a bit difficult to really understand how materials really work in Luxrender.
you also use luxBlend obviously with your personal material editor. so it's more easy for new user that use other application... to understand how to make materials in few step when the material is imported as lbm in our material editor.
any way thank you
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