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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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