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Abel wrote:Amazing progress! Coincidentally I just started using Rhino two days ago and I'd be very happy to do some testing.
jeanphi wrote:Hi,
Great progress! Tell me if you want to set up a source code repository here or have an announcement or some more visibility from the main pages of the site.
Jeanphi

paco wrote:I don't use Rhino, but from a coding point of view i'm very impressed with your progress - nice work!

paco wrote:I wondered if there would be any use for a general python export routine that could be used for blender, rhino, etc - something that could handle the lux scene format side of things when given the appropriate inputs. You'd still need to get the data from rhino / blender into it but might make it faster to develop new exporters.
# mattetranslucent base material, to be coated
MakeNamedMaterial "luxball::base"
"color Kr" [0.0005000000 0.01500000 0.0500000]
"color Kt" [0.005000000 0.01000000 0.02500000]
"bool energyconserving" ["true"]
"string type" ["mattetranslucent"]
# this is the material which is applied to the "luxball" object
MakeNamedMaterial "luxball"
"string basematerial" ["luxball::base"]
"color Ks" [0.12 0.12 0.12]
"float uroughness" [0.015] "float vroughness" [0.015]
"string type" ["glossycoating"]
nart wrote:Here is a bump map test. I'm not sure how bump maps work in lux. From example scenes, I gather that I am supposed to 'scale' the bump texture by a float value, but I'm not sure what that gets me. There is kind of a hint that the scale will be to meters, but I'm not sure. At any rate I am using the rhino % value to scale to the drawing unit, and then converting that to meters.
nart wrote:I've only tested latlong on environment mapping; I don't have any other types of HDRs handy to test other mappings but it should work for lux supported ones. There is one problem though I don't know if is fixable...the map seems to be mirrored from one app to the other:
AttributeBegin
Transform [... regular transform for orientation of env light ...]
LightGroup "env"
Scale -1.0 1.0 1.0 # flip x-axis
LightSource "infinite"
"float gain" [1.0]
"texture L" ["envmap"]
AttributeEndnart wrote:I haven't tackled transparency yet, but I don't think it shouldn't be super-difficult.
Texture "Tex_alpha" "float" "imagemap"
"string filename" ["alphatex.png"]
"string channel" ["alpha"] # this png has alpha channel, so use that for transparency amount
"string filtertype" ["bilinear"]
"string wrap" ["repeat"]
"string mapping" ["uv"]
Texture "Tex" "color" "imagemap"
"string filename" ["alphatex.png"]
"string filtertype" ["bilinear"]
"float gain" [1.0]
"float gamma" [2.2]
"string wrap" ["repeat"]
"string mapping" ["uv"]
MakeNamedMaterial "Material_null"
"string type" ["null"]
# the actual base material
MakeNamedMaterial "Material_mat"
"string type" ["matte"]
"texture Kd" ["Tex"] # use rgb from texture as base color
"float sigma" [0.0]
MakeNamedMaterial "Material"
"string type" ["mix"]
"texture amount" ["Tex_alpha"] # use alpha texture to mix between null material (transparent) and matte material
"string namedmaterial1" ["Material_null"]
"string namedmaterial2" ["Material_mat"]

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