New examples of LuxRender features in Wiki

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New examples of LuxRender features in Wiki

by Daniel Scott Matthews :: Rate this Message:

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Tim has been churning out features for LuxRenderer, we now have a full
Sun and Sky system with accurate positioning! New materials Metal and
Glass. But most impressive is the EXR based Environment Lighting.

http://www.k-3d.org/wiki/User:Dsmatthews/LuxRender/materials/Lux_Metal


Given LuxRender works so well on a network, I'd like to see what can
be done by somebody with access to a corporate or university network.
You should now be able accurately animate the sunlight and shading of
an architectural model throughout the day, or the months of the year.
Adding all your frames together will give you a HDR accumulated
isolation map which is also useful for landscaping near structures.

At the moment I have only got access to a max of 8 CPU cores, so I'd
like to hear from anyone else who can help with testing and example
image/animation production.

In the mean time my daughter and I are off to the train museum for
some industrial inspiration, and the circus train activities. :-)

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Re: New examples of LuxRender features in Wiki

by bART Janssens-2 :: Rate this Message:

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On Mon, Jun 22, 2009 at 11:02 PM, Daniel Scott Matthews
<dsmatthews@...> wrote:
> Tim has been churning out features for LuxRenderer, we now have a full
> Sun and Sky system with accurate positioning! New materials Metal and
> Glass. But most impressive is the EXR based Environment Lighting.

Looks great! One minor gripe: it seems the normals on the objects are
per-face normals, where per-vertex normals would look smoother. Are
the normals calculated by Lux, or are they passed on by K-3D?

Cheers,

--
Bart

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Re: New examples of LuxRender features in Wiki

by Daniel Scott Matthews :: Rate this Message:

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On Tue, Jun 23, 2009 at 7:40 AM, Bart Janssens
<bart.janssens@...> wrote:

>
> On Mon, Jun 22, 2009 at 11:02 PM, Daniel Scott Matthews
> <dsmatthews@...> wrote:
> > Tim has been churning out features for LuxRenderer, we now have a full
> > Sun and Sky system with accurate positioning! New materials Metal and
> > Glass. But most impressive is the EXR based Environment Lighting.
>
> Looks great! One minor gripe: it seems the normals on the objects are
> per-face normals, where per-vertex normals would look smoother. Are
> the normals calculated by Lux, or are they passed on by K-3D?
>

>From the looks of it, line 239 onwards, their is no normal data being
passed to the renderer, yet.
http://k3d.svn.sourceforge.net/viewvc/k3d/trunk/modules/luxrender/render_engine.cpp?view=markup

The LuxRender output is far from complete, but it did not even exist a
week ago so I'm very impressed with the progress.

Here are the specs:

http://www.luxrender.net/wiki/index.php/Feature_list

http://www.luxrender.net/wiki/index.php/Scene_file_format

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Re: New examples of LuxRender features in Wiki

by Daniel Scott Matthews :: Rate this Message:

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On Tue, Jun 23, 2009 at 8:01 AM, Daniel Scott
Matthews<dsmatthews@...> wrote:

> On Tue, Jun 23, 2009 at 7:40 AM, Bart Janssens
> <bart.janssens@...> wrote:
>>
>> On Mon, Jun 22, 2009 at 11:02 PM, Daniel Scott Matthews
>> <dsmatthews@...> wrote:
>> > Tim has been churning out features for LuxRenderer, we now have a full
>> > Sun and Sky system with accurate positioning! New materials Metal and
>> > Glass. But most impressive is the EXR based Environment Lighting.
>>
>> Looks great! One minor gripe: it seems the normals on the objects are
>> per-face normals, where per-vertex normals would look smoother. Are
>> the normals calculated by Lux, or are they passed on by K-3D?
>>
>
> From the looks of it, line 239 onwards, their is no normal data being
> passed to the renderer, yet.
> http://k3d.svn.sourceforge.net/viewvc/k3d/trunk/modules/luxrender/render_engine.cpp?view=markup
>
> The LuxRender output is far from complete, but it did not even exist a
> week ago so I'm very impressed with the progress.
>
> Here are the specs:
>
> http://www.luxrender.net/wiki/index.php/Feature_list
>
> http://www.luxrender.net/wiki/index.php/Scene_file_format
>

There are some additional examples here,
http://luxrender.svn.sourceforge.net/viewvc/luxrender/trunk/testscenes/

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Re: New examples of LuxRender features in Wiki

by Daniel Scott Matthews :: Rate this Message:

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On Tue, Jun 23, 2009 at 8:09 AM, Daniel Scott
Matthews<dsmatthews@...> wrote:

> On Tue, Jun 23, 2009 at 8:01 AM, Daniel Scott
> Matthews<dsmatthews@...> wrote:
>> On Tue, Jun 23, 2009 at 7:40 AM, Bart Janssens
>> <bart.janssens@...> wrote:
>>>
>>> On Mon, Jun 22, 2009 at 11:02 PM, Daniel Scott Matthews
>>> <dsmatthews@...> wrote:
>>> > Tim has been churning out features for LuxRenderer, we now have a full
>>> > Sun and Sky system with accurate positioning! New materials Metal and
>>> > Glass. But most impressive is the EXR based Environment Lighting.
>>>
>>> Looks great! One minor gripe: it seems the normals on the objects are
>>> per-face normals, where per-vertex normals would look smoother. Are
>>> the normals calculated by Lux, or are they passed on by K-3D?
>>>
>>
>> From the looks of it, line 239 onwards, their is no normal data being
>> passed to the renderer, yet.
>> http://k3d.svn.sourceforge.net/viewvc/k3d/trunk/modules/luxrender/render_engine.cpp?view=markup
>>
>> The LuxRender output is far from complete, but it did not even exist a
>> week ago so I'm very impressed with the progress.
>>
>> Here are the specs:
>>
>> http://www.luxrender.net/wiki/index.php/Feature_list
>>
>> http://www.luxrender.net/wiki/index.php/Scene_file_format
>>
>
> There are some additional examples here,
> http://luxrender.svn.sourceforge.net/viewvc/luxrender/trunk/testscenes/
>

or to be specific this is how a complete output could look,

from, http://luxrender.svn.sourceforge.net/viewvc/luxrender/trunk/testscenes/cornell.xml?view=markup

   79 <mesh>
   80 <name>Back</name>
   81 <embedded>
   82 <expose_uv_set>
   83 <index>0</index>
   84 <name>uv</name>
   85 </expose_uv_set>
   86 <vertex pos="549.6 0.0 559.2" normal="0.0 0.0 -1.0"/>
   87 <vertex pos="0.0 0.0 559.2" normal="0.0 0.0 -1.0"/>
   88 <vertex pos="0.0 548.8 559.2" normal="0.0 0.0 -1.0"/>
   89 <vertex pos="556.0 548.8 559.2" normal="0.0 0.0 -1.0"/>
   90 <triangle_set>
   91 <material_name>Default</material_name>
   92 <tri>0 1 2</tri>
   93 <tri>2 3 0</tri>
   94 </triangle_set>
   95 </embedded>
   96 </mesh>

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Re: New examples of LuxRender features in Wiki

by Daniel Scott Matthews :: Rate this Message:

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On Tue, Jun 23, 2009 at 8:12 AM, Daniel Scott Matthews
<dsmatthews@...> wrote:

>
> On Tue, Jun 23, 2009 at 8:09 AM, Daniel Scott
> Matthews<dsmatthews@...> wrote:
> > On Tue, Jun 23, 2009 at 8:01 AM, Daniel Scott
> > Matthews<dsmatthews@...> wrote:
> >> On Tue, Jun 23, 2009 at 7:40 AM, Bart Janssens
> >> <bart.janssens@...> wrote:
> >>>
> >>> On Mon, Jun 22, 2009 at 11:02 PM, Daniel Scott Matthews
> >>> <dsmatthews@...> wrote:
> >>> > Tim has been churning out features for LuxRenderer, we now have a full
> >>> > Sun and Sky system with accurate positioning! New materials Metal and
> >>> > Glass. But most impressive is the EXR based Environment Lighting.
> >>>
> >>> Looks great! One minor gripe: it seems the normals on the objects are
> >>> per-face normals, where per-vertex normals would look smoother. Are
> >>> the normals calculated by Lux, or are they passed on by K-3D?
> >>>
> >>
> >> From the looks of it, line 239 onwards, their is no normal data being
> >> passed to the renderer, yet.
> >> http://k3d.svn.sourceforge.net/viewvc/k3d/trunk/modules/luxrender/render_engine.cpp?view=markup
> >>
> >> The LuxRender output is far from complete, but it did not even exist a
> >> week ago so I'm very impressed with the progress.
> >>
> >> Here are the specs:
> >>
> >> http://www.luxrender.net/wiki/index.php/Feature_list
> >>
> >> http://www.luxrender.net/wiki/index.php/Scene_file_format
> >>
> >
> > There are some additional examples here,
> > http://luxrender.svn.sourceforge.net/viewvc/luxrender/trunk/testscenes/
> >
>
> or to be specific this is how a complete output could look,
>
> from, http://luxrender.svn.sourceforge.net/viewvc/luxrender/trunk/testscenes/cornell.xml?view=markup
>
>   79   <mesh>
>   80           <name>Back</name>
>   81           <embedded>
>   82                   <expose_uv_set>
>   83                           <index>0</index>
>   84                           <name>uv</name>
>   85                   </expose_uv_set>
>   86                   <vertex pos="549.6 0.0 559.2" normal="0.0 0.0 -1.0"/>
>   87                   <vertex pos="0.0 0.0 559.2" normal="0.0 0.0 -1.0"/>
>   88                   <vertex pos="0.0 548.8 559.2" normal="0.0 0.0 -1.0"/>
>   89                   <vertex pos="556.0 548.8 559.2" normal="0.0 0.0 -1.0"/>
>   90                   <triangle_set>
>   91                           <material_name>Default</material_name>
>   92                           <tri>0 1 2</tri>
>   93                           <tri>2 3 0</tri>
>   94                   </triangle_set>
>   95           </embedded>
>   96   </mesh>

I just realized that this is in XML, not standard LuxRender format,
sorry about that.

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Re: New examples of LuxRender features in Wiki

by Timothy M. Shead :: Rate this Message:

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Bart Janssens wrote:
> On Mon, Jun 22, 2009 at 11:02 PM, Daniel Scott Matthews
> <dsmatthews@...> wrote:
>> Tim has been churning out features for LuxRenderer, we now have a full
>> Sun and Sky system with accurate positioning! New materials Metal and
>> Glass. But most impressive is the EXR based Environment Lighting.
>
> Looks great! One minor gripe: it seems the normals on the objects are
> per-face normals, where per-vertex normals would look smoother. Are
> the normals calculated by Lux, or are they passed on by K-3D?

We aren't passing normals to LuxRender yet.

Cheers,
Tim



[tshead.vcf]

begin:vcard
fn:Timothy Shead
n:Shead;Timothy
org:www.k-3d.org
email;internet:tshead@...
title:Founder
x-mozilla-html:FALSE
url:www.k-3d.org
version:2.1
end:vcard



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Re: New examples of LuxRender features in Wiki

by Daniel Scott Matthews :: Rate this Message:

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On Tue, Jun 23, 2009 at 7:40 AM, Bart Janssens<bart.janssens@...> wrote:

> On Mon, Jun 22, 2009 at 11:02 PM, Daniel Scott Matthews
> <dsmatthews@...> wrote:
>> Tim has been churning out features for LuxRenderer, we now have a full
>> Sun and Sky system with accurate positioning! New materials Metal and
>> Glass. But most impressive is the EXR based Environment Lighting.
>
> Looks great! One minor gripe: it seems the normals on the objects are
> per-face normals, where per-vertex normals would look smoother. Are
> the normals calculated by Lux, or are they passed on by K-3D?
>

They are now, Tim has added the required modules.

Thanks Tim, the adipose endowed fellow is now looking more normal,
http://www.k-3d.org/wiki/Image:LuxRender_Metal2.jpg

;-)

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Re: New examples of LuxRender features in Wiki

by bART Janssens-2 :: Rate this Message:

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On Tue, Jul 21, 2009 at 8:00 AM, Daniel Scott
Matthews<dsmatthews@...> wrote:
> Thanks Tim, the adipose endowed fellow is now looking more normal,
> http://www.k-3d.org/wiki/Image:LuxRender_Metal2.jpg

Looks great!

--
Bart

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Re: New examples of LuxRender features in Wiki

by hoako :: Rate this Message:

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Daniel Scott Matthews wrote:
> Thanks Tim, the adipose endowed fellow is now looking more normal,
> http://www.k-3d.org/wiki/Image:LuxRender_Metal2.jpg
As a tiny suggestion: you could prepare something for the front page.
The magician girl probably has the right hand a bit tired. :-D

Cheers!
Joaquín

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Re: New examples of LuxRender features in Wiki

by Daniel Scott Matthews :: Rate this Message:

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On Wed, Jul 22, 2009 at 1:51 PM, Joaquin Duo<hoakoduo@...> wrote:
> Daniel Scott Matthews wrote:
>> Thanks Tim, the adipose endowed fellow is now looking more normal,
>> http://www.k-3d.org/wiki/Image:LuxRender_Metal2.jpg
> As a tiny suggestion: you could prepare something for the front page.
> The magician girl probably has the right hand a bit tired. :-D
>

LOL, yes, but we still don't have UV mapping sorted out for meshes,
perhaps when the toolset is a little more complete we can collaborate
on a few demonstration images.

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Re: New examples of LuxRender features in Wiki

by hoako :: Rate this Message:

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Daniel Scott Matthews wrote:

> On Wed, Jul 22, 2009 at 1:51 PM, Joaquin Duo<hoakoduo@...> wrote:
>> Daniel Scott Matthews wrote:
>>> Thanks Tim, the adipose endowed fellow is now looking more normal,
>>> http://www.k-3d.org/wiki/Image:LuxRender_Metal2.jpg
>> As a tiny suggestion: you could prepare something for the front page.
>> The magician girl probably has the right hand a bit tired. :-D
>>
>
> LOL, yes, but we still don't have UV mapping sorted out for meshes,
> perhaps when the toolset is a little more complete we can collaborate
> on a few demonstration images.

Daniel, could you record some video tutorial showing how you made that
image or something similar with Luxrender?
Right now I am not able to make more K-3D tutorials and I would like to
upload something to the K-3D youtube channel.

Cheers!
Joaquín

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Re: New examples of LuxRender features in Wiki

by Daniel Scott Matthews :: Rate this Message:

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On Sat, Aug 1, 2009 at 2:36 PM, Joaquin Duo<hoakoduo@...> wrote:

> Daniel Scott Matthews wrote:
>>
>> On Wed, Jul 22, 2009 at 1:51 PM, Joaquin Duo<hoakoduo@...> wrote:
>>>
>>> Daniel Scott Matthews wrote:
>>>>
>>>> Thanks Tim, the adipose endowed fellow is now looking more normal,
>>>> http://www.k-3d.org/wiki/Image:LuxRender_Metal2.jpg
>>>
>>> As a tiny suggestion: you could prepare something for the front page.
>>> The magician girl probably has the right hand a bit tired. :-D
>>>
>>
>> LOL, yes, but we still don't have UV mapping sorted out for meshes,
>> perhaps when the toolset is a little more complete we can collaborate
>> on a few demonstration images.
>
> Daniel, could you record some video tutorial showing how you made that image
> or something similar with Luxrender?
> Right now I am not able to make more K-3D tutorials and I would like to
> upload something to the K-3D youtube channel.
>

There is no Luxrender functionality in any of the built releases, only
in the code repositories, perhaps it is better to wait until the next
release, which hopefully will be more complete and have some level of
UV assignment, if not complete editing. Then people will not get
disappointed when they find they can't emulate the technique in the
video's without learning how to build the application from source
code.

Tim, Bart: let me know about a week before the next release and I will
do a few video demos, actually let me know a month before so we can
test everything and iron out and app crashing bugs first.

No rush, I'd just like to know, when you know, so I can do my bit.

In the mean time, behold the stealth cow!
http://www.k-3d.org/wiki/User:Dsmatthews/LuxRender/materials/Lux_Glass

A very mooooving image don't you think? ;-)

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