Discussion related to the LuxRender Material system, programming API and Scene file format.
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by SATtva » Sat Oct 29, 2011 4:41 am
Quite reasonable as more light gets reflected off the specular layer, so less can be diffusely reflected by the base.
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SATtva

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by Lord Crc » Sat Oct 29, 2011 5:40 am
Indeed, just look at dry asphalt vs asphalt on a rainy day

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Lord Crc

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by pciccone » Sat Oct 29, 2011 10:40 am
The latest push seems to break Lux. I get an error in compiling the LayeredDBSDF.h file:
In file included from /Users/<omit>/devel/luxrender/lux/core/reflection/layeredbsdf.cpp:24:
/Users/<omit>/devel/luxrender/lux/core/reflection/layeredbsdf.h:69: error: extra qualification 'lux::LayeredBSDF::' on member 'getPath'
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pciccone

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by J the Ninja » Sat Oct 29, 2011 11:11 am
pciccone wrote:The latest push seems to break Lux. I get an error in compiling the LayeredDBSDF.h file:
In file included from /Users/<omit>/devel/luxrender/lux/core/reflection/layeredbsdf.cpp:24:
/Users/<omit>/devel/luxrender/lux/core/reflection/layeredbsdf.h:69: error: extra qualification 'lux::LayeredBSDF::' on member 'getPath'
A couple things got fixed a few hours later. Did you try pulling again now and building?
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J the Ninja

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by jeanphi » Sat Oct 29, 2011 11:13 am
Hi,
Very interesting work. Regarding te intermediate result, note that if you have a strongly directional light, the modelled version will have a really hard time while the layered version will easily compute it.
It might be interesting to render the modeled version with sppm as it should overcome the difficulty.
Jeanphi
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by pciccone » Sat Oct 29, 2011 11:21 am
J the Ninja wrote:pciccone wrote:A couple things got fixed a few hours later. Did you try pulling again now and building?
Yes, this is just now.
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pciccone

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by J the Ninja » Sat Oct 29, 2011 11:23 am
pciccone wrote:J the Ninja wrote:pciccone wrote:A couple things got fixed a few hours later. Did you try pulling again now and building?
Yes, this is just now.
That's strange...I just tried it and built it fine? (using Xcode 4.2 here)
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J the Ninja

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by pciccone » Sat Oct 29, 2011 11:25 am
I'm using XCode 3.2.6...
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pciccone

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by pciccone » Sat Oct 29, 2011 12:37 pm
I just reverted Lux to a couple of changesets back and it's compiling fine now. So, it seems that there is something that breaks compilation in the Layered mat. This is with the 64-bit compile on XCode 3.2.6
Cheers.
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pciccone

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by paco » Sat Oct 29, 2011 2:51 pm
pciccone wrote:The latest push seems to break Lux. I get an error in compiling the LayeredDBSDF.h
Sorry! I just pushed a fix, let me know if it's still not working.

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