LuxRender 0.9dev 27-02-2012 (64bit no OpenCL)
Blender 2.61 r43210
I have layered glossytranslucent material with homogeneous volume inside.
After i switched the volume ior to sopra format, i get the mesh overburning (gets brighter and brigther, all other objects get underexposed as i lower the light gain)
Sopra ior:
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2 0.38 0.72 17
1.68795 0
1.68283 0
1.6785 0
1.67482 0
1.67164 0
1.66887 0
1.66645 0
1.66431 0
1.66241 0
1.66071 0
1.65918 0
1.6578 0
1.65654 0
1.65539 0
1.65434 0
1.65337 0
1.65246 0
1.65163 0
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Texture "Sopra" "fresnel" "sopra"
"string filename" [".................../Marble O-Ray IOR.nk"]
MakeNamedVolume "Red Marble" "homogeneous"
"texture fresnel" ["Sopra"]
"color g" [0.00000000 0.00000000 0.00000000]
"color sigma_a" [50.00000000 50.00000000 50.00000000]
"color sigma_s" [200.00000000 200.00000000 200.00000000]
I was able to export the scene from blender, but after i reopen blender and that blend with the sopra ior, then LuxBlend wont export and gives error:
float division by zero
Anyways, i don't need dispersion but i was wondering if Sopra ior has some other advantages.
What would it do when there is no dispersion in homogeneous volume?
Render settings:
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Renderer "sampler"
Sampler "metropolis"
"float largemutationprob" [0.150000000000000]
"bool usevariance" ["true"]
"integer maxconsecrejects" [16384]
Accelerator "qbvh"
SurfaceIntegrator "bidirectional"
"integer eyedepth" [128]
"integer lightdepth" [128]
"string strategy" ["one"]
"float eyerrthreshold" [0.99]
"float lightrrthreshold" [0.99]
VolumeIntegrator "multi"
"float stepsize" [0.010000000000000]
PixelFilter "gaussian"
"float xwidth" [2.000000000000000]
"float ywidth" [2.000000000000000]
"float alpha" [2.000000000000000]
