## Material news

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

Moderators: jromang, tomb, zcott, coordinators

### Re: Material news

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...
May contain traces of nuts.

Lord Crc

Posts: 4518
Joined: Sat Nov 17, 2007 2:10 pm

### Re: Material news

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

After fixing them....

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.
-Jason

J the Ninja

Posts: 2250
Joined: Wed May 19, 2010 9:54 pm
Location: Portland, USA

### Re: Material news

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.

Jeanphi
jeanphi

Posts: 6624
Joined: Mon Jan 14, 2008 7:21 am

### Re: Material news

Same error exists in fresnelcolor too it seems, I'll push a fix
May contain traces of nuts.

Lord Crc

Posts: 4518
Joined: Sat Nov 17, 2007 2:10 pm

### Re: Material news

Forgot to hg add the UI panel file for metal2. >.< Thanks jensverwiebe, for fixing it while I was asleep.
-Jason

J the Ninja

Posts: 2250
Joined: Wed May 19, 2010 9:54 pm
Location: Portland, USA

### Re: Material news

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?
May contain traces of nuts.

Lord Crc

Posts: 4518
Joined: Sat Nov 17, 2007 2:10 pm

### Re: Material news

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.

Jeanphi
jeanphi

Posts: 6624
Joined: Mon Jan 14, 2008 7:21 am

### Re: Material news

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

moure

Posts: 411
Joined: Sun Sep 26, 2010 4:32 am
Location: Greece

### Re: Material news

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?

moure

Posts: 411
Joined: Sun Sep 26, 2010 4:32 am
Location: Greece

### Re: Material news

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.

Jeanphi
jeanphi

Posts: 6624
Joined: Mon Jan 14, 2008 7:21 am

PreviousNext