![]() I could add image sequence support to the Cycles scene reader. Path information exactly you need, so someone without knowledge of CyclesĪnd I also need to use animated images as textures.ĭo you mean image sequences? Or something like animated GIF? On Tue, at 12:48 AM Simon Wendsche wrote:įor this, you should open a feature request here:īut you will have to go into more detail about this, what kind of light There is a $80 open bounty on this issue. Sync AOV/pass settings when the "Use Cycles Settings" button is used.Support Cycles film exposure value (maybe add as an extra tonemapper entry, where the UI shows the Cycles property and uses a linear tonemapper behind the scenes).Use "transparent film" property of Cycles.Use Cycles DOF settings (f-stop etc.) and hide unsupported settings (e.g.Default tonemapper should be linear, auto disabled, gain = 1.Implement Cycles spot light soft blending in Lux (currently they are slightly different).Fix sun brightness difference when half angle > 0.05, where in LuxCore the distantlight is used, see How to achieve constant brightness with varying theta for distantlight? LuxCore#298.Fix area light brightness difference caused by the fact that Cycles and Lux handle changes in surface area differently.Eevee settings (used when use_nodes is disabled).It should be relatively seamless to switch back and forth between Cycles, LuxCore and Eevee - if you change a light's brightness in one engine, the others should also reflect this change ![]() Try to share as many properties with Cycles (or Eevee?) as possible. Use the motion blur properties of Cycles.Use the shadow ray visibility property of Cycles (export with shadow color (1, 1, 1) if shadow ray vis is disabled).Use the camera ray visibility property of Cycles.Math (only the following modes are supported: Add, Subtract, Multiply, Divide, Greater Than, Less Than, Power, Absolute, Round, Modulo).ColorRamp (only Linear and Constant interpolation modes are supported, the rest is exported as cubic interpolation.Blackbody (only non-textured temperature supported).MixRGB (only the following modes are supported: Mix, Multiply, Add, Subtract, Divide).Sky Texture (supported in world node trees).Image Texture (Lots of stuff to do, only the basics work).Environment Texture (supported in world node trees).Checker Texture (only "Object" texture coordinates are supported.Translucent BSDF (TODO just an approximation right now).Principled BSDF (unsupported inputs: subsurface, subsurface radius, subsurface color, clearcoat roughness, transmission roughness, clearcoat normal, tangent).Random (only works if the object ID is -1 (random)).Normal inputs of material nodes (for bump/normalmapping) are not supported yet. Note that the support can be an approximation or unfinished. Nodes with a checkmark are at least partially supported. Nodes with strikethrough are unlikely to ever get supported or don't make sense in our shading system (e.g. For example, if a shader is plugged into a color socket, Cycles seems to simply ignore it and use the default_value of the socket, while our converter currently produces an incorrect SDL output that will throw errors on render startup. Handle malformed node setups the same way as Cycles.Maybe mark them in red in the node editor (with reset button)? Show the percentage of successfully converted nodes and maybe a statement like "The materials in this scene are too complicated for our node reader" when percentage is lower than x. Improve the report about incompatible nodes.figure out how to make it possible to add shader nodes (diffuse BSDF etc.) while LuxCore engine is selected (currently they get hidden, apparently they have some check for the current engine in their poll() methods).Support for more nodes (see the list of compatible/incompatible nodes below).The Cycles scene reader is not a single class or function, but rather a project to fuse every part of BlendLuxCore closer with Cycles/Eevee by sharing properties where it makes sense and is possible. This project aims for compatibility with Cycles material/texture nodes, light settings, camera settings and so on.
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