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Luxrender GPL Physically Based Renderer

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This is the sandbox page. Here you can freely try things and play with the layout without risking to break something important.

Contents

reStructuredText test


material layout test

Metal
description
113822.png

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
 
Lbtut metalsingle.jpg Lbtut metalsingle.jpg Lbtut metalsingle.jpg Lbtut metalsingle.jpg Lbtut metalsingle.jpg Lbtut metalsingle.jpg
gold gold gold gold gold gold




Metal 2
description
113822.png

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
 
Lbtut metalsingle.jpg Lbtut metalsingle.jpg Lbtut metalsingle.jpg Lbtut metalsingle.jpg Lbtut metalsingle.jpg
gold gold gold gold gold


Metal 3
description
113822.png

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
113822.png

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.

test222.. luxblend style

Metal
Information
113822.png

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

Features1.jpg

main cell

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:

\frac{\sqrt{1-e^2}}{\sqrt{1+e^2}}


\frac{\sqrt{1+e^2}}{\sqrt{1-e^2}}

header one (avoid this one as it is the same size as the page header)

header two

header three

header four

header five
header six - does this even exist?
=header seven =
==header eight ==

f={\sigma g(\theta_{in}, \theta_{out})\over (\sigma+a)(\cos(\theta_{in})+\cos(\theta_{out}))}(1-e^{-(\sigma+a) d ({1\over\cos(\theta_{out}) }+{1\over\cos(\theta_{in}) }) })


f={ g(\theta_{in}, \theta_{out}) \over \cos(\theta_{in}) + \cos(\theta_{out})}

here

)

-or- .just. experiment


How about a tranlation? nl:Sandbox that didn't work :[

1.original.png