From LuxRender Wiki
This is the sandbox page. Here you can freely try things and play with the layout without risking to break something important.
reStructuredText test
material layout test
Metal |
description |
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The metal material uses measured data to accurately render various metals. Presets for gold, copper, aluminium, amorphous carbon and silver are provided, but the material also accepts user provided n/k spectral data files in the sopra format. It is fairly efficient to render.
Render-Tip:
This text is just intended to make the text area big enough to make the table bigger than the preview image.
Usage-Tip:
This text is just intended to make the text area big enough to make the table bigger than the preview image.
Channels | |
| exponent |
A value to define the glossiness of the specular component. (1.0 = rough/diffuse - 1000000 = very shiny/near specular). Both isotropic and anisotropic roughness are supported. |
| channel2 |
Some value to define the glossiness of the specular component. (1.0 = rough/diffuse - 1000000 = very shiny/near specular). Both isotropic and anisotropic roughness are supported. |
| channel3 |
Yet another value to define the glossiness of the specular component. (1.0 = rough/diffuse - 1000000 = very shiny/near specular). Both isotropic and anisotropic roughness are supported. | |
Examples | |
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| gold |
gold |
gold |
gold |
gold |
gold |
Metal 2 |
description |
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The metal material uses measured data to accurately render various metals. Presets for gold, copper, aluminium, amorphous carbon and silver are provided, but the material also accepts user provided n/k spectral data files in the sopra format. It is fairly efficient to render.
Render-Tip:
This text is just intended to make the text area big enough to make the table bigger than the preview image.
Usage-Tip:
This text is just intended to make the text area big enough to make the table bigger than the preview image. |
Channels |
| exponent |
A value to define the glossiness of the specular component. (1.0 = rough/diffuse - 1000000 = very shiny/near specular). Both isotropic and anisotropic roughness are supported. |
| channel2 |
Some value to define the glossiness of the specular component. (1.0 = rough/diffuse - 1000000 = very shiny/near specular). Both isotropic and anisotropic roughness are supported. |
| channel3 |
Yet another value to define the glossiness of the specular component. (1.0 = rough/diffuse - 1000000 = very shiny/near specular). Both isotropic and anisotropic roughness are supported. |
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Examples | |
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| gold |
gold |
gold |
gold |
gold |
Metal 3 |
description |
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The metal material uses measured data to accurately render various metals. Presets for gold, copper, aluminium, amorphous carbon and silver are provided, but the material also accepts user provided n/k spectral data files in the sopra format. It is fairly efficient to render.
Render-Tip:
This text is just intended to make the text area big enough to make the table bigger than the preview image.
Usage-Tip:
This text is just intended to make the text area big enough to make the table bigger than the preview image. |
channels |
| exponent |
A value to define the glossiness of the specular component. (1.0 = rough/diffuse - 1000000 = very shiny/near specular). Both isotropic and anisotropic roughness are supported. |
| channel2 |
Some value to define the glossiness of the specular component. (1.0 = rough/diffuse - 1000000 = very shiny/near specular). Both isotropic and anisotropic roughness are supported. |
| channel3 |
Yet another value to define the glossiness of the specular component. (1.0 = rough/diffuse - 1000000 = very shiny/near specular). Both isotropic and anisotropic roughness are supported. |
|
Glass |
Information |
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The metal material uses measured data to accurately render various metals. Presets for gold, copper, aluminium, amorphous carbon and silver are provided, but the material also accepts user provided n/k spectral data files in the sopra format. It is fairly efficient to render.
Render-Tip:
This text is just intended to make the text area big enough to make the table bigger than the preview image.
Usage-Tip:
This text is just intended to make the text area big enough to make the table bigger than the preview image.
Channels | |
| exponent |
A value to define the glossiness of the specular component. (1.0 = rough/diffuse - 1000000 = very shiny/near specular). Both isotropic and anisotropic roughness are supported. |
| channel2 |
Some value to define the glossiness of the specular component. (1.0 = rough/diffuse - 1000000 = very shiny/near specular). Both isotropic and anisotropic roughness are supported. |
| channel3 |
Yet another value to define the glossiness of the specular component. (1.0 = rough/diffuse - 1000000 = very shiny/near specular). Both isotropic and anisotropic roughness are supported. |
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test222.. luxblend style
Metal |
Information |
| |
 |
The metal material uses measured data to accurately render various metals. Presets for gold, copper, aluminium, amorphous carbon and silver are provided, but the material also accepts user provided n/k spectral data files in the sopra format. It is fairly efficient to render.
Render-Tip:
This text is just intended to make the text area big enough to make the table bigger than the preview image.
Usage-Tip:
This text is just intended to make the text area big enough to make the table bigger than the preview image.
Channels | |
| |
| exponent |
A value to define the glossiness of the specular component. (1.0 = rough/diffuse - 1000000 = very shiny/near specular). Both isotropic and anisotropic roughness are supported. |
| channel2 |
Some value to define the glossiness of the specular component. (1.0 = rough/diffuse - 1000000 = very shiny/near specular). Both isotropic and anisotropic roughness are supported. |
| channel3 |
Yet another value to define the glossiness of the specular component. (1.0 = rough/diffuse - 1000000 = very shiny/near specular). Both isotropic and anisotropic roughness are supported. |
|
table
other stuff
test poncho:
Here comes a short paragraph that is
contained in a "div" element that is
floated to the right.
NICE!!! div's :D :D that's something we can work with.
latex rendering test:
here
)
-or- .just. experiment
How about a tranlation? nl:Sandbox
that didn't work :[