LuxRender 0.8-dev Windows build of 23-01-2011

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Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby patro » Sat Jan 29, 2011 6:25 am

Lord Crc wrote:I was fairly certain it did save this... are you sure it doesn't? :D

I tried more than once... but each time I load a flm I have to recall the cfrs and I have to set again the gamma.
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Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby patro » Sat Jan 29, 2011 6:39 am

btw...
I posted my wip in max sub forum... I saved the image from Luxrender as "tonemapped low dynamic range jpg"....
I noticed that the image is noise reduced but I didn't apply the noise reduction tool. no post in other image editor.

I'm by the way to delete the one posted and uploading the exported png version... it's grainy but better.

thanks
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Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby patro » Mon Jan 31, 2011 4:21 pm

Hi Lord,

an "don't know if off-topic" questions but I relly don't know the right place where to post/ask about!

is the augmented reality plugin just part of the win weekly builds?
if no... could it be possible to have it included in the up-coming builds?
will it integrated in the final 0.8 version?

thanks
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Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby Lord Crc » Mon Jan 31, 2011 11:49 pm

patro wrote:is the augmented reality plugin just part of the win weekly builds?
if no... could it be possible to have it included in the up-coming builds?
will it integrated in the final 0.8 version?


Currently no. Stay tuned, we're working on it (either as separate build or included) :)
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Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby Jarel » Tue Feb 08, 2011 12:15 pm

Hi, my first post so a good time to say thanks very much for the renderer. I'm having a lot of fun with it :D

Just have a question about the "displacementmap" parameter. Wouldn't it be better if it was of type "texture" rather than "string"? Then you wouldn't need "dmscale" and "dmoffset"? Would be more consistent with the bumpmap parameter in the material too.

Also, I'm guessing that displacementmap would be part of the Shape definition and used in instancing? If so, is there any way to override it? Being able to have multiple instances of the same set of geometry with different displacementmaps would seem to be quite powerful for layering.

jeanphi wrote:Hi,

Just add the parameter "string subdivscheme" ["microdisplacement"] to a normal mesh shape. Other applicable parameters are:
- "integer nsubdivlevels" [10] number of subdivision levels
- "string displacementmap" ["displacement texture name"] name of the displacement texture (not file name, but LuxRender texture name)
- "float dmscale" [1.0] the image will be mapped to values in the 0..1 range, this scales it to give the displacement amplitude in meters
- "float dmoffset" [0.0] offset for the displacement in meters (using -dmscale/2 will center the displacement around the base surface)
- "bool dmnormalsmooth" ["false"] normal smoothing for the displaced surfaced, this currently doesn't work that well

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Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby syndaryl » Tue Feb 08, 2011 1:22 pm

Scale is not scale of the texture on the object - that's handled in the LUX image definition.

Scale is mapping tones of grey to displacement depth along the surface normal. Same with dmoffset. These aren't image properties - these are depth properties.
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Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby syndaryl » Tue Feb 08, 2011 3:00 pm

patro wrote:is the augmented reality plugin just part of the win weekly builds?


That got my attention! What's the "augmented reality plugin"?
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Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby jeanphi » Tue Feb 08, 2011 3:27 pm

syndaryl wrote:That got my attention! What's the "augmented reality plugin"?

Search for it in the forum, it's a feature that is being worked on by aldozang, it will allow seamless integration of virtual objects into photographs (ie you have a photograph of a table and want to add a few objects on it? no problem and you'll get shadows, causics, ... on the table).

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Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby Jarel » Tue Feb 08, 2011 8:32 pm

syndaryl wrote:Scale is not scale of the texture on the object - that's handled in the LUX image definition.

Scale is mapping tones of grey to displacement depth along the surface normal. Same with dmoffset. These aren't image properties - these are depth properties.


I know they're not :D

The scale and offsets can be done easily with texture operations, there's no need for the additional parameters. Not really important, it just seemed a bit inconsistent.
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