Material news

Discussion related to the implementation of new features & algorithms to the Core Engine.

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Re: Material news

Postby Lord Crc » Wed Aug 31, 2011 8:19 pm

Code: Select all
boost::shared_ptr<Texture<FresnelGeneral> > &fresnel;


Is that "&" a typo? Keeps crashing on windows, with good reason from what I can see...
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Re: Material news

Postby J the Ninja » Wed Aug 31, 2011 10:57 pm

After some testing in IRC, we found there's a similar error in fresnelcolor.h

After fixing them....

blue_metal copy.jpg



After a great deal of starcraft II breaks and one dinner break and a lot of beating my head against the wall, I somehow managed to get support for metal2 and fresnelcolor in LuxBlend25 (learning python as I go, WHEEE!) No support for fresnelname yet, though.
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Re: Material news

Postby jeanphi » Thu Sep 01, 2011 1:42 am

Lord Crc wrote:
Code: Select all
boost::shared_ptr<Texture<FresnelGeneral> > &fresnel;


Is that "&" a typo? Keeps crashing on windows, with good reason from what I can see...

Oops, you're obviously right.

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Re: Material news

Postby Lord Crc » Thu Sep 01, 2011 7:33 am

Same error exists in fresnelcolor too it seems, I'll push a fix :)
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Re: Material news

Postby J the Ninja » Thu Sep 01, 2011 9:22 am

Forgot to hg add the UI panel file for metal2. >.< Thanks jensverwiebe, for fixing it while I was asleep.
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Re: Material news

Postby Lord Crc » Thu Sep 01, 2011 10:03 am

I feel that the parameter name for fresnelcolor looks odd and out of place. Could we rename it to "Kn" or "Rn"? I feel that would be more consistent with the other materials. We'll have to be quick about it or it'll stick...

Also I suppose we could add some code to GetFresnelTexture which creates a fresnelcolor if you write
Code: Select all
"color fresnel [...]

or?
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Re: Material news

Postby jeanphi » Thu Sep 01, 2011 10:30 am

Lord Crc wrote:I feel that the parameter name for fresnelcolor looks odd and out of place. Could we rename it to "Kn" or "Rn"? I feel that would be more consistent with the other materials. We'll have to be quick about it or it'll stick...

Right, will do, I wasn't happy either with the naming.

Lord Crc wrote:Also I suppose we could add some code to GetFresnelTexture which creates a fresnelcolor if you write
Code: Select all
"color fresnel [...]

or?

That goes far beyond just that. It will require a parser modification and if we do something like this it will cry for an equivalent to do blackbody emission or other fancy stuff.
Let's keep the scene syntax simple and clean without all kinds of black magic behind the scene. Otherwise we might soon have to dive deeply into lots of intricacies to understand if an issue comes from the exporter, the parser magic or the core.

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Re: Material news

Postby moure » Thu Sep 01, 2011 12:02 pm

Btw guys if you get near the final syntax of the new material, id be glad if you could share a full metal2 lxm so as i can add it to Luxmax too ;)
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Re: Material news

Postby moure » Fri Sep 02, 2011 4:23 am

Jtheninja and binarycortex showed me how to add it in Luxmax, just one question, does it work with a texture image instead of a color?
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Re: Material news

Postby jeanphi » Fri Sep 02, 2011 6:50 am

Hi,

Yes, it will work with textures (I thought I had indicated this feature). I'm about to commit a naming change from color to Kr for the fresnelcolor parameter but just found that I have a corrupt repo, I'm regenerating the mercurial data.

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