https://wiki.luxcorerender.org/api.php?action=feedcontributions&user=Piita&feedformat=atomLuxCoreRender Wiki - User contributions [en]2024-03-19T06:50:19ZUser contributionsMediaWiki 1.37.6https://wiki.luxcorerender.org/index.php?title=BlendLuxCore_Quick_Start_Guide&diff=1492BlendLuxCore Quick Start Guide2019-05-01T17:38:04Z<p>Piita: </p>
<hr />
<div>= Switching to LuxCore =<br />
<br />
After you have [[BlendLuxCore_Installation | installed the addon]], switch the render engine in the info panel on the top to "LuxCore".<br />
<br />
[[File:Switch to luxcore.png | thumb | 400px | center]]<br />
<br />
If you now press '''F12''' or hit the '''render''' or '''animation''' buttons, the BlendLuxCore addon will create a LuxCore session and convert the Blender objects, camera, lights etc. to a LuxCore scene and start to render it.<br />
Note that addons like this one were called "exporters" in the past, however BlendLuxCore by default does not export any files to the harddisk, so it's probably more appropriate to call it an "integration addon" for LuxCore or something like that. (It's still possible to write the LuxCore scene to disk, though - can be handy for network rendering)<br />
<br />
= Just press F12 =<br />
<br />
Now, if you loaded one of your old scenes or created a testscene with some cubes on a plane and a monkey head and you press F12, the result will probably look a bit like this:<br />
<br />
[[File:Quick start guide first render.png | thumb | 500px | center | This is Piita's [http://www.luxrender.net/wiki/Show-off_pack ''Hungry for Light''] scene from the old LuxRender show-off pack]]<br />
<br />
Which raises several questions:<br />
<br />
* '''Why is everything covered in checkers?'''<br> In BlendLuxCore, every material should have an associated node tree. We did not touch any materials yet, so they are converted with the fallback material that is supposed to tell you "this object is missing a material (or node tree)". More on materials later.<br />
<br />
* '''Why is the render not stopping and the progress bar not filling?'''<br> By default, LuxCore renders endlessly until you press '''Esc''' to stop the render (when you are satisfied with the noise level). You can specify halt conditions to tell LuxCore to stop rendering after a certain amount of time, samples or noise level is reached, but this is only strictly required when you want to render an animation or multiple render layers (otherwise the first frame or the first render layer would render endlessly).<br />
<br />
* '''Why is everything slightly blue?'''<br> Because the world in BlendLuxCore is set to a "Sky" light by default. The world light source can be changed in the [[BlendLuxCore_WorldPanel | world panel]].<br />
<br />
= Materials =<br />
<br />
A quick tour of material settings:<br />
<br />
* Select an object.<br />
* Open the material tab in the properties:<br> [[File:Props_material.png | 400px]]<br />
* You will now see a button called "Use Material Nodes". If you would click that, it would add a matte material (similar to Cycles' "diffuse" shader).<br />
* However, you can also click one of the buttons in the panel below that is labeled "Node Tree Presets". It offers several of the base materials with only one click. Here is a description of the materials with example images: [[ LuxCoreRender_Materials | LuxCoreRender Materials ]]<br />
* After you clicked one of the buttons, open a node editor. It will be showing the wrong kind of node tree (probably compositing nodes), so switch the node tree type in the header to "LuxCore Material Nodes", as seen here: [[ BlendLuxCore_Node_Editor | BlendLuxCore Node Editor ]]<br />
* If you still do not see any nodes, try to zoom out and pan around a bit or press the Home key on the keyboard. BlendLuxCore adds nodes around the origin of the node editor, and your focus might be set somewhere else from before.<br />
* After you found the nodes, try adding a few more materials. Start a viewport render and connect them to the output (or duplicate the output and switch between them) to see how they look like.<br />
* Note that in LuxCore, all materials have three sockets in common:<br />
** '''Opacity:''' Used to make the material transparent. In LuxCore this is usually preferable to using the classic "mix with transparent shader" approach because the opacity socket is optimized and much faster. So if you want to make leaves with an alpha texture, plug it into the opacity socket of a glossy translucent material.<br />
** '''Bump:''' Used for bump or normal mapping. If you have a normal map texture, create an imagemap node, select the texture and enable the "normalmap" checkbox on the imagemap node. The output will then automatically change to the "Bump" type and you can plug it into the corresponding material socket. In the "Utils" node category there is also a "Bump" node that can be used for classic greyscale bump maps.<br />
** '''Emission:''' Any material can emit light. Click the "Add" button next to the Emission socket to configure light emission.<br />
<br />
<br />
= Lighting =<br />
<br />
Start from a new file in Blender. Depending on your start-up file you might already have a light in your scene. Press F12 to render. If you get an error about no lights in the scene then simply add an area light (Shift A->Lamp->Area) and press F12.<br />
<br />
Lighting a scene is usually done by area lights or a HDRI. Go to the World panel and enable the HDRI option and open a HDRI file. Render. On this panel you can also enable/disable the default sky lighting. <br />
<br />
[[file:blendluxcore_world_panel.png]]<br />
<br />
<br />
If your start-up file in Blender has the sun lamp, you might not see the HDRI light up your scene now because the sun lamp overpowers the HDRI. Stop the render (ESC) and enable viewport rendering (Shift Z). Select the sun lamp and decrease its Gain until you can see the HDRI lighting. You probably need to use a low gain(0.00001) as the sun lamp is very bright.<br />
<br />
[[file:Blendluxcore_sun_object_data_panel.png]]<br />
<br />
<br />
= Texturing =<br />
<br />
Add a Glossy material node (Shift A->Material->Glossy) and connect the material socket to the material socket on the output node. Open a texture in the image editor or drag and drop it into the editor. In the node editor add a texture node (Shift A->Texture->Image) and select the texture in the node. Connect the color socket from the texture node to the diffuse socket on the material node.<br />
If you have a roughness/specularity texture and a normal map texture you can add those too in a similar way. Drop the two textures into the image editor and duplicate the texture node (Shift D) two times. Select the roughness/specularity texture in the second texture node and connect its color socket to the roughness socket on the Glossy node. Select the normal map in the third texture node, enable the normal map option and connect the node to the bump socket on the Glossy node. Render.<br />
<br />
[[file:Blendluxcore_texturing_example.jpg|thumb|500px|left|Node setup and finished render]]<br />
<br />
<br clear="all"/><br />
<br />
= Camera =<br />
<br />
== Auto Brightness ==<br />
The camera will adjust the brightness automatically by default but you can disable it here if you need more control. If you are using a very bright lamp such as the sun along with weaker lamps such as area lights or HDRI's, the weaker lamps can look like they are not emitting any light, but in fact they are over-powered by the sun lamp. If you disable Auto Brightness you will need to adjust the brightness of all lamps individually.<br />
<br />
[[file:Blendluxcore_camera_panel.jpg]]<br />
<br />
<br />
== Depth of Field ==<br />
Enabling depth of field will render out of focus objects blurry. You get most control over this by placing an Empty in your scene and selecting that Empty as camera focus. You control the blurriness with the F-stop value. This works in the same way as a real camera: a low value (about 1) gives a more blurry/out of focus render. Increase to get a more in focus effect. <br />
<br />
[[file:Blendluxcore_camera_dof.jpg|thumb|900px|left|Depth of field (left) and no depth of field (right)]]<br />
<br clear="all"/><br />
= Render Settings =<br />
<br />
== Render Engine ==<br />
Path + Sobol is the fastest and works good for scenes with simple lighting such as studios, well lit indoors and outdoors. <br />
Bidir + Metropolis can handle anything that Path + Sobol can and it can also render scenes with more difficult lighting such as light coming in from outside a room. Bidir + Metropolis is also required if you want to render caustics. <br />
<br />
[[file:Blendluxcore_render_engine.jpg]]<br />
<br />
<br />
== Halt Conditions ==<br />
<br />
By default the render will stop only when you stop it. Here you can set specific conditions when you want the render to stop.<br />
<br />
== Viewport Settings ==<br />
If you need the viewport render to run longer than the default 10 seconds you can change that here.<br />
<br />
[[file:Blendluxcore_render_halt.jpg]]<br />
<br />
<br />
= Todo =<br />
<br />
Add more helpful stuff. If you are a beginner and have a question that's not covered by this guide yet, send a PM to "B.Y.O.B." or "Piita" in the [https://forums.luxcorerender.org/ forum.]<br />
<br />
[[Category:BlendLuxCore]]</div>Piitahttps://wiki.luxcorerender.org/index.php?title=User:Piita&diff=1491User:Piita2019-05-01T17:17:19Z<p>Piita: </p>
<hr />
<div><br />
== Lighting ==<br />
<br />
Start from a new file in Blender. Depending on your start-up file you might already have a light in your scene. Press F12 to render. If you get an error about no lights in the scene then simply add an area light (Shift A->Lamp->Area) and press F12.<br />
<br />
Lighting a scene is usually done by area lights or a HDRI. Go to the World panel and enable the HDRI option and open a HDRI file. Render. On this panel you can also enable/disable the default sky lighting. <br />
<br />
[[file:blendluxcore_world_panel.png]]<br />
<br />
<br />
If your start-up file in Blender has the sun lamp, you might not see the HDRI light up your scene now because the sun lamp is very bright and overpowers the HDRI. Stop the render (ESC) and enable viewport rendering (Shift Z). Select the sun lamp and decrease its Gain. You probably need to use a low gain(0.00001) as the sun lamp is very bright.<br />
<br />
[[file:Blendluxcore_sun_object_data_panel.png]]<br />
<br />
<br />
== Texturing ==<br />
<br />
Add a Glossy material node (Shift A->Material->Glossy) and connect the material socket to the material socket on the output node. Open a texture in the image editor or drag and drop it into the editor. In the node editor add a texture node (Shift A->Texture->Image) and select the texture in the node. Connect the color socket from the texture node to the diffuse socket on the material node.<br />
If you have a roughness/specularity texture and a normal map texture you can add those too in a similar way. Drop the two textures into the image editor and duplicate the texture node (Shift D) two times. Select the roughness/specularity texture in the second texture node and connect its color socket to the roughness socket on the Glossy node. Select the normal map in the third texture node, enable the normal map option and connect the node to the bump socket on the Glossy node. Render.<br />
<br />
[[file:Blendluxcore_texturing_example.jpg|thumb|500px|left|Node setup and finished render]]<br />
<br />
<br clear="all"/><br />
<br />
== Camera ==<br />
<br />
=== Auto Brightness ===<br />
The camera will adjust the brightness automatically by default but you can disable it here if you need more control. If you are using a very bright lamp such as the sun along with weaker lamps such as area lights or HDRI's, the weaker lamps can look like they are not emitting any light, but in fact they are over-powered by the sun lamp. If you disable it you will need to adjust the brightness of all lamps individually.<br />
<br />
[[file:Blendluxcore_camera_panel.jpg]]<br />
<br />
<br />
=== Depth of Field ===<br />
Enabling depth of field will render out of focus objects blurry. You get most control over this by placing an Empty in your scene and selecting that Empty as camera focus. You control the blurriness with the F-stop value. This works in the same way as a real camera: a low value (about 1) gives a more blurry/out of focus render. Increase to get a more in focus effect. <br />
<br />
[[file:Blendluxcore_camera_dof.jpg|thumb|900px|left|Depth of field (left) and no depth of field (right)]]<br />
<br clear="all"/><br />
== Render Settings ==<br />
<br />
=== Render Engine ===<br />
Path + Sobol is the fastest and works good for scenes with simple lighting such as studios, well lit indoors and outdoors. <br />
Bidir + Metropolis can handle anything that Path + Sobol can but also scenes with more difficult lighting such as light coming in from outside a room. It is also required if you want to render caustics. <br />
<br />
[[file:Blendluxcore_render_engine.jpg]]<br />
<br />
<br />
=== Halt Conditions ===<br />
<br />
By default the render will stop only when you stop it. Here you can set specific conditions when you want the render to stop.<br />
<br />
=== Viewport Settings ===<br />
If you need the viewport render to run longer than the default 10 seconds you can change that here.<br />
<br />
[[file:Blendluxcore_render_halt.jpg]]</div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Blendluxcore_world_panel.png&diff=1490File:Blendluxcore world panel.png2019-05-01T17:11:20Z<p>Piita: Piita uploaded a new version of File:Blendluxcore world panel.png</p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Blendluxcore_render_halt.jpg&diff=1489File:Blendluxcore render halt.jpg2019-05-01T17:04:08Z<p>Piita: </p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Blendluxcore_render_engine.jpg&diff=1488File:Blendluxcore render engine.jpg2019-05-01T17:03:15Z<p>Piita: </p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=User:Piita&diff=1487User:Piita2019-05-01T13:38:40Z<p>Piita: </p>
<hr />
<div><br />
== Lighting ==<br />
<br />
Start from a new file in Blender. Depending on your start-up file you might already have a light in your scene. Press F12 to render. If you get an error about no lights in the scene then simply add an area light (Shift A->Lamp->Area) and press F12.<br />
<br />
(image of first render. sun + sky)<br />
<br />
Lighting a scene is usually done by area lights or a HDRI. Go to the World panel and enable the HDRI option and open a HDRI file. Render.<br />
<br />
[[file:blendluxcore_world_panel.png]]<br />
<br />
<br />
If your start-up file in Blender has the sun lamp, you might not see the HDRI light up your scene now because the sun lamp is very bright and overpowers the HDRI. Stop the render (ESC) and enable viewport rendering (Shift Z). Select the sun lamp and decrease its Gain. You probably need to use a low gain(0.00001) as the sun lamp is very bright.<br />
<br />
[[file:Blendluxcore_sun_object_data_panel.png]]<br />
<br />
<br />
== Texturing ==<br />
<br />
Add a Glossy material node (Shift A->Material->Glossy) and connect the material socket to the material socket on the output node. Open a texture in the image editor or drag and drop it into the editor. In the node editor add a texture node (Shift A->Texture->Image) and select the texture in the node. Connect the color socket from the texture node to the diffuse socket on the material node.<br />
If you have a roughness/specularity texture and a normal map texture you can add those too in a similar way. Drop the two textures into the image editor and duplicate the texture node (Shift D) two times. Select the roughness/specularity texture in the second texture node and connect its color socket to the roughness socket on the Glossy node. Select the normal map in the third texture node, enable the normal map option and connect the node to the bump socket on the Glossy node. Render.<br />
<br />
[[file:Blendluxcore_texturing_example.jpg|thumb|500px|left|Node setup and render]]<br />
<br />
<br clear="all"/><br />
<br />
== Camera ==<br />
<br />
=== Auto Brightness ===<br />
The camera will adjust the brightness automatically by default but you can disable it here if you need more control. If you are using a very bright lamp such as the sun along with weaker lamps such as area lights or HDRI's, the weaker lamps can look like they are not emitting any light, but in fact they are over-powered by the sun lamp. If you disable it you will need to adjust the brightness of all lamps individually.<br />
<br />
[[file:Blendluxcore_camera_panel.jpg]]<br />
<br />
<br />
=== Depth of Field ===<br />
Enabling depth of field will render out of focus objects blurry. You get most control over this by placing an Empty in your scene and selecting that Empty as camera focus. You control the blurriness with the F-stop value. This works in the same way as a real camera: a low value (about 1) gives a more blurry/out of focus render. Increase to get a more in focus effect. <br />
<br />
[[file:Blendluxcore_camera_dof.jpg|thumb|900px|left|Depth of field (left) and no depth of field (right)]]<br />
<br clear="all"/><br />
== Render Settings ==<br />
<br />
=== Render Engine ===<br />
Path + Sobol is the fastest and works good for scenes with simple lighting such as studios, well lit indoors and outdoors. <br />
Bidir + Metropolis can handle anything that Path + Sobol can but also scenes with more difficult lighting such as light coming in from outside a room. It is also required if you want to render caustics. <br />
<br />
=== Halt Conditions ===<br />
By default the render will stop only when you stop it. Here you can set specific conditions when you want the render to stop.<br />
<br />
=== Viewport Settings ===<br />
If you need the viewport render to run longer than the default 10 seconds you can change that here.</div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Blendluxcore_camera_dof.jpg&diff=1486File:Blendluxcore camera dof.jpg2019-05-01T13:15:31Z<p>Piita: </p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Blendluxcore_camera_panel.jpg&diff=1485File:Blendluxcore camera panel.jpg2019-05-01T12:58:25Z<p>Piita: </p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Blendluxcore_texturing_example.jpg&diff=1484File:Blendluxcore texturing example.jpg2019-05-01T12:52:10Z<p>Piita: Piita uploaded a new version of File:Blendluxcore texturing example.jpg</p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Blendluxcore_texturing_example_render.jpg&diff=1483File:Blendluxcore texturing example render.jpg2019-05-01T12:46:39Z<p>Piita: </p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Blendluxcore_texturing_example.jpg&diff=1482File:Blendluxcore texturing example.jpg2019-05-01T12:40:07Z<p>Piita: </p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Blendluxcore_sun_object_data_panel.png&diff=1481File:Blendluxcore sun object data panel.png2019-05-01T12:34:15Z<p>Piita: </p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Blendluxcore_world_panel.png&diff=1480File:Blendluxcore world panel.png2019-05-01T12:28:13Z<p>Piita: </p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=User:Piita&diff=1479User:Piita2019-05-01T10:30:37Z<p>Piita: </p>
<hr />
<div><br />
== Lighting ==<br />
<br />
Start from a new file in Blender. Depending on your start-up file you might already have a light in your scene. Press F12 to render. If you get an error about no lights in the scene then simply add an area light (Shift A->Lamp->Area) and press F12.<br />
(image of first render)<br />
<br />
Lighting a scene is usually done by area lights or a HDRI. Go to the World panel and enable the HDRI option and open a HDRI file. Render.<br />
<br />
If your start-up file in Blender has the sun lamp, you might not see the HDRI light up your scene now because the sun lamp is very bright and overpowers the HDRI. Stop the render (ESC) and enable viewport rendering (Shift Z). Select the sun lamp and decrease its Gain. You probably need to use a low gain(0.00001) as the sun lamp is very bright.<br />
<br />
<br />
== Texturing ==<br />
<br />
Add a Glossy material node (Shift A->Material->Glossy) and connect the material socket to the material socket on the output node. Open a texture in the image editor or drag and drop it into the editor. In the node editor add a texture node (Shift A->Texture->Image) and select the texture in the node. Connect the color socket from the texture node to the diffuse socket on the material node.<br />
If you have a roughness/specularity texture and a normal map texture you can add those too in a similar way. Drop the two textures into the image editor and duplicate the texture node (Shift D) two times. Select the roughness/specularity texture in the first node and connect its color socket to the roughness socket on the Glossy node. Select the normal map in the second node, enable the normal map option and connect the node to the bump socket on the Glossy node. Render.<br />
<br />
== Camera ==<br />
<br />
=== Auto Brightness ===<br />
The camera will adjust the brightness automatically by default but you can disable it here if you need more control. If you are using a very bright lamp such as the sun along with weaker lamps such as area lights or HDRI's, the weaker lamps can look like they are not emitting any light, but in fact they are over-powered by the sun lamp. If you disable it you will need to adjust the brightness of the lamps individually.<br />
<br />
=== Depth of Field ===<br />
Enabling depth of field will render out of focus objects blurry. You get most control over this by placing an Empty in your scene and selecting that Empty as camera focus. You control the blurriness with the F-stop value. This works in the same way as a real camera: a low value (about 1) gives a more blurry/out of focus render. Increase to get a more in focus effect. <br />
<br />
<br />
== Render Settings ==<br />
<br />
=== Render Engine ===<br />
Path + Sobol is the fastest and works good for scenes with simple lighting such as studios, well lit indoors and outdoors. <br />
Bidir + Metropolis can handle anything that Path + Sobol can but also scenes with more difficult lighting such as light coming in from outside a room. It is also required if you want to render caustics. <br />
<br />
=== Halt Conditions ===<br />
By default the render will stop only when you stop it. Here you can set specific conditions when you want the render to stop.<br />
<br />
=== Viewport Settings ===<br />
If you need the viewport render to run longer than the default 10 seconds you can change that here.</div>Piitahttps://wiki.luxcorerender.org/index.php?title=User:Piita&diff=1476User:Piita2019-04-28T17:15:51Z<p>Piita: </p>
<hr />
<div><br />
== Lighting ==<br />
<br />
Start from a new file in Blender. Depending on your start-up file you might already have a light in your scene. Press F12 to render. If you get an error about no lights in the scene then simply add an area light (Shift A->Lamp->Area) and press F12.<br />
(image of first render)<br />
<br />
Lighting a scene is usually done by area lights or a HDRI. Go to the World panel and enable the HDRI option and open a HDRI file. Render.<br />
<br />
If your start-up file in Blender has the sun lamp, you might not see the HDRI light up your scene now because the sun lamp is very bright and overpowers the HDRI. Stop the render (ESC) and enable viewport rendering (Shift Z). Select the sun lamp and decrease its Gain. You probably need to use a low gain(0.00001) as the sun lamp is very bright.<br />
<br />
<br />
== Texturing ==<br />
<br />
Add a Glossy material node (Shift A->Material->Glossy) and connect the material socket to the material socket on the output node. Open a texture in the image editor or drag and drop it into the editor. In the node editor add a texture node (Shift A->Texture->Image) and select the texture in the node. Connect the color socket from the texture node to the diffuse socket on the material node.<br />
If you have a roughness/specularity texture and a normal map texture you can add those too in a similar way. Drop the two textures into the image editor and duplicate the texture node (Shift D) two times. Select the roughness/specularity texture in the first node and connect its color socket to the roughness socket on the Glossy node. Select the normal map in the second node, enable the normal map option and connect the node to the bump socket on the Glossy node. Render.</div>Piitahttps://wiki.luxcorerender.org/index.php?title=User:Piita&diff=1474User:Piita2019-04-28T11:13:16Z<p>Piita: Created page with " == Lighting == Start from a new file in Blender. Depending on your start-up file you might already have a light in your scene. Press F12 to render. If you get an error about..."</p>
<hr />
<div><br />
== Lighting ==<br />
<br />
Start from a new file in Blender. Depending on your start-up file you might already have a light in your scene. Press F12 to render. If you get an error about no lights in the scene then simply add an area light (Shift A->Lamp->Area) and press F12.<br />
(image of first render)<br />
<br />
Lighting a scene is usually done by area lights or a HDRI. Go to the World panel and enable the HDRI option and open a HDRI file. Render.<br />
<br />
If your start-up file in Blender has the sun lamp, you might not see the HDRI light up your scene now because the sun lamp is very bright and overpowers the HDRI. Stop the render (ESC) and enable viewport rendering (Shift Z). Select the sun lamp and decrease its Gain to something like 0.00001. Yes, the sun lamp is bright :) Our real sun is bright too and LuxCoreRender is based on real world physics.</div>Piitahttps://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Materials_Car_Paint&diff=1470LuxCoreRender Materials Car Paint2019-04-21T08:30:32Z<p>Piita: </p>
<hr />
<div>[[file:Luxcore_materials_car_paint_bmw.jpg|400px]]<br />
<br />
<br />
Car Paint is an advanced glossy material, simulating a diffuse surface with multiple reflective coatings. It works well for car paint, obviously, but is also well suited to any sort of "high-tech"-looking painted surface, such as painted aircraft skin, starships, futuristic weapons, etc. <br />
<br />
<br />
== Presets ==<br />
<br />
Presets are available for some quick paint jobs. These are derived from the paper that the car paint material itself was based on. (You can read the paper [http://www.johannes-guenther.net/carpaint/ here]). The actual values used by the presets can be found [[LuxCoreRender Materials Car Paint Presets|here]].<br />
<br />
<gallery mode="nolines" widths=200px heights=200px perrow=4><br />
Materials_car_paint_2k_akrylack.jpg|2k Akrylack<br />
Materials_car_paint_blue.jpg|Blue<br />
Materials_car_paint_blue_matte.jpg|Blue Matte<br />
Materials_car_paint_bmw339.jpg|BMW 339<br />
Materials_car_paint_fordf8.jpg|Ford F8<br />
Materials_car_paint_opel_titan.jpg|Opel Titan<br />
Materials_car_paint_polaris_silver.jpg|Polaris Silver<br />
Materials_car_paint_white.jpg|White<br />
</gallery><br />
<br />
== Parameters ==<br />
<br />
The parameters may seem complicated at first, but when the basics are understood it's not that difficult. There are 12 parameters but you can group some of them so that you actually have only 6 (M1-3, R1-3, Spec col 1-3). <br />
<br />
You work with three gloss "layers" in car paint and each layer has three parameters that can be controlled. In a nutshell, they are specular color (color/brightness), R (fresnel power) and M (roughness). For example the first layer's parameters are "Specular color 1", "R1", "M1". (note: "layer" is a bit of a misnomer, as they do not actually stack, they are merely chosen at random. But it will be used here as a term of convenience)<br />
<br />
When setting up the gloss layers, you may find it easiest to "solo" each layer by turning the specular color on the other two layers to full black, allowing you to configure your M and R values for each layer one at a time. You will find that using higher values for M and R (such as R=.9, M=.2) produces a more "metallic" look for that layer, while lower values (such as R=.01, M=.02) produces a more "glassy" or "waxy" appearance.<br />
<br />
=== Diffuse Color ===<br />
<br />
The diffuse color is the base color of the material. Try to not go above 0.8 as no color in the real world is that saturated/bright.<br />
<br />
=== Specular Color ===<br />
<br />
This controls the color and brightness of the reflections for each layer. Increasing the value of this color will result in that layer reflecting more light, producing a stronger reflection. Setting this color to green, the reflection of a gray object will appear green on the surface of the car paint. The reflection of a red object will appear yellow (the combination of red and green). <br />
<!--<br />
[[file:Color_wheel.png|thumb|150px|left|Color wheel]]<br />
You can also mix the specular color by using different layers. In the image below the first and second layers have different values to show how they effect each other (the diffuse color of the material is gray). If both have the same value (the ball in the middle) you get a perfect mix (red + green = yellow). The left ball shows the red dominating (orange) and the right one green (bright green). <br />
<br />
Note the mixing effect of the yellow sticks with the specular color of the ball can hardly be seen because every mixture of green and red includes a little yellow or is even total yellow.<br />
<br clear="all"/> --><br />
<br />
=== R1-3 ===<br />
<br />
The R value controls the strength of the fresnel effect. With low R values, the reflection will only be near full strength when viewed from a very steep angle. At high values, it will be almost evenly distributed across the material. Generally, you want to use a lower R value for your brightest, most glossy layer, and increase it for the duller layers. How much will depend on the paint you are simulating. <br />
<br />
<gallery mode="nolines" widths=250px heights=250px><br />
Materials_carpaint_R1.jpg|R=1.0<br />
Materials_carpaint_R0,1.jpg|R=0.1<br />
Materials_carpaint_R0,01.jpg|R=0.01<br />
</gallery><br />
<br />
=== M1-3 ===<br />
<br />
This one controls how strongly the reflections are scattered. It can be set between 0.0001 and 1.0. Higher values will make the reflections scatter more.<br />
<br />
<gallery mode="nolines" widths=250px heights=250px><br />
Materials_carpaint_M0,001.jpg|M=0.001<br />
Materials_carpaint_R1.jpg|M=0.01<br />
Materials_carpaint_M0,1.jpg|M=0.1<br />
</gallery><br />
<br />
=== Absorption Color and Depth ===<br />
<br />
==== Color ====<br />
<br />
Absorption means that the light which reaches the car paint is not reflected but "swallowed" by it. If your light source is white it consists of even amounts of red, green and blue. If you set the absorption color to red, the car paint will absorb the red and reflect the green and blue (which is cyan). Absorption works on the diffuse color of the car paint, and not on the specular layers.<br />
<br />
<!-- old text from luxrender wiki. Seems a little too complex and makes the carpaint more difficult to understand than it actually is. But it's here in case anybody thinks it's needed:<br />
<br />
Absorption means that the light which reaches the car paint is not reflected but "swallowed" by it. Assuming a color space consisting of red, green and blue and the laws of additive color mixing, there are some very interesting facts about car paint in LuxCoreRender.<br />
<br />
If you put a lamp into your scene with white light, this light is a perfect mixture of red, green and blue. When you give the absorption color of your car paint a value of red (left Ball in the image below) it will absorb the red component of the light from your white lamp. The effect you can see below might be confusing at first, but it's logical. Red is absorbed, and green and blue still reflect to the camera. The mixture of green and blue is cyan and that is what you see below. The ball in the middle has green as the absorption color and that means that a mixture of red and blue is still reaching the camera - hence the ball is magenta. For the right ball: absorption color = blue, so it appears red + green = yellow. --><br />
==== Depth ====<br />
<br />
Depth works as a scale factor for the absorption color. Increasing it makes the car paint absorb more. Setting this to 0.0 or the absorption color to black will disable absorption.<br />
<br />
<!-- old text from luxrender wiki. Seems a little too complex and makes the carpaint more difficult to understand than it actually is. But it's here in case anybody thinks it's needed:<br />
<br />
The absorption depth controls how far the light goes into the surface of your car paint before it is totally absorbed. When the depth is 0.0 the light is absorbed directly. That means among others, that the diffuse color of your car paint will disappear under the effect of your absorption settings. When you set a little depth, the diff color will shine through a little bit, like you can see below (the diffuse color is gray there). The absorption depth can have values between 0.0 and 15.0. <br />
<br />
The image above is nearly the same as the first one. The values of absorption are the same and only the diffuse col has changed - to yellow. As you see the left ball is green with a little yellow shining through. But why green? Red is absorbed from the paint, so green and blue are left plus yellow from the diffuse color. Yellow and blue are complementary, which means they cancel each other - so only green is left.<br />
<br />
But wouldn't that mean, that we should also have no yellow? Well, the reason why we still see that yellow touch is the value of the absorption depth. Remember, until the light reaches that depth it is not affected by the absorption, so not all of the diffuse color is affected. <br />
--> <br />
<br />
<br />
Back to [[LuxCoreRender_Materials|Materials]]</div>Piitahttps://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Materials_Car_Paint&diff=1469LuxCoreRender Materials Car Paint2019-04-21T07:52:12Z<p>Piita: </p>
<hr />
<div>[[file:Luxcore_materials_car_paint_bmw.jpg|400px]]<br />
<br />
<br />
Car Paint is an advanced glossy material, simulating a diffuse surface with multiple reflective coatings. It works well for car paint, obviously, but is also well suited to any sort of "high-tech"-looking painted surface, such as painted aircraft skin, starships, futuristic weapons, etc. <br />
<br />
<br />
== Presets ==<br />
<br />
Presets are available for some quick paint jobs. These are derived from the paper that the car paint material itself was based on. (You can read the paper [http://www.johannes-guenther.net/carpaint/ here]). The actual values used by the presets can be found [[LuxCoreRender Materials Car Paint Presets|here]].<br />
<br />
<gallery mode="nolines" widths=200px heights=200px perrow=4><br />
Materials_car_paint_2k_akrylack.jpg|2k Akrylack<br />
Materials_car_paint_blue.jpg|Blue<br />
Materials_car_paint_blue_matte.jpg|Blue Matte<br />
Materials_car_paint_bmw339.jpg|BMW 339<br />
Materials_car_paint_fordf8.jpg|Ford F8<br />
Materials_car_paint_opel_titan.jpg|Opel Titan<br />
Materials_car_paint_polaris_silver.jpg|Polaris Silver<br />
Materials_car_paint_white.jpg|White<br />
</gallery><br />
<br />
== Parameters ==<br />
<br />
The parameters may seem complicated at first, but when the basics are understood it's not that difficult. There are 12 parameters but you can group some of them so that you actually have only 6 (M1-3, R1-3, Spec col 1-3). <br />
<br />
You work with three gloss "layers" in car paint and each layer has three parameters that can be controlled. In a nutshell, they are specular color (color/brightness), R (fresnel power) and M (roughness). For example the first layer's parameters are "Specular color 1", "R1", "M1". (note: "layer" is a bit of a misnomer, as they do not actually stack, they are merely chosen at random. But it will be used here as a term of convenience)<br />
<br />
When setting up the gloss layers, you may find it easiest to "solo" each layer by turning the specular color on the other two layers to full black, allowing you to configure your M and R values for each layer one at a time. You will find that using higher values for M and R (such as R=.9, M=.2) produces a more "metallic" look for that layer, while lower values (such as R=.01, M=.02) produces a more "glassy" or "waxy" appearance.<br />
<br />
=== Diffuse Color ===<br />
<br />
The diffuse color is the base color of the material. Try to not go above 0.8 as no color in the real world is that saturated/bright.<br />
<br />
=== Specular Color ===<br />
<br />
This controls the color and brightness of the reflections for each layer. Increasing the value of this color will result in that layer reflecting more light, producing a stronger reflection. Setting this color to green, the reflection of a gray object will appear green on the surface of the car paint. The reflection of a red object will appear yellow (the combination of red and green). <br />
<!--<br />
[[file:Color_wheel.png|thumb|150px|left|Color wheel]]<br />
You can also mix the specular color by using different layers. In the image below the first and second layers have different values to show how they effect each other (the diffuse color of the material is gray). If both have the same value (the ball in the middle) you get a perfect mix (red + green = yellow). The left ball shows the red dominating (orange) and the right one green (bright green). <br />
<br />
Note the mixing effect of the yellow sticks with the specular color of the ball can hardly be seen because every mixture of green and red includes a little yellow or is even total yellow.<br />
<br clear="all"/> --><br />
<br />
=== R1-3 ===<br />
<br />
The R value controls the strength of the fresnel effect. With low R values, the reflection will only be near full strength when viewed from a very steep angle. At high values, it will be almost evenly distributed across the material. Generally, you want to use a lower R value for your brightest, most glossy layer, and increase it for the duller layers. How much will depend on the paint you are simulating. <br />
<br />
<gallery mode="nolines" widths=250px heights=250px><br />
Materials_carpaint_R1.jpg|R=1.0<br />
Materials_carpaint_R0,1.jpg|R=0.1<br />
Materials_carpaint_R0,01.jpg|R=0.01<br />
</gallery><br />
<br />
=== M1-3 ===<br />
<br />
This one controls how strongly the reflections are scattered. It can be set between 0.0001 and 1.0. Higher values will make the reflections scatter more.<br />
<br />
<gallery mode="nolines" widths=250px heights=250px><br />
Materials_carpaint_M0,001.jpg|M=0.001<br />
Materials_carpaint_R1.jpg|M=0.01<br />
Materials_carpaint_M0,1.jpg|M=0.1<br />
</gallery><br />
<br />
=== Absorption Color and Depth ===<br />
<br />
==== Color ====<br />
<br />
Absorption means that the light which reaches the car paint is not reflected but "swallowed" by it. If your light source is white it consists of even amounts of red, green and blue. If you set the absorption color to red, the car paint will absorb the red and reflect the green and blue (which is cyan).<br />
<br />
<!-- old text from luxrender wiki. Seems a little too complex and makes the carpaint more difficult to understand than it actually is. But it's here in case anybody thinks it's needed:<br />
<br />
Absorption means that the light which reaches the car paint is not reflected but "swallowed" by it. Assuming a color space consisting of red, green and blue and the laws of additive color mixing, there are some very interesting facts about car paint in LuxCoreRender.<br />
<br />
If you put a lamp into your scene with white light, this light is a perfect mixture of red, green and blue. When you give the absorption color of your car paint a value of red (left Ball in the image below) it will absorb the red component of the light from your white lamp. The effect you can see below might be confusing at first, but it's logical. Red is absorbed, and green and blue still reflect to the camera. The mixture of green and blue is cyan and that is what you see below. The ball in the middle has green as the absorption color and that means that a mixture of red and blue is still reaching the camera - hence the ball is magenta. For the right ball: absorption color = blue, so it appears red + green = yellow. --><br />
==== Depth ====<br />
<br />
Depth works as a scale factor for the absorption color. Increasing it makes the car paint absorb more. Setting this to 0.0 or the absorption color to black will disable absorption.<br />
<br />
<!-- old text from luxrender wiki. Seems a little too complex and makes the carpaint more difficult to understand than it actually is. But it's here in case anybody thinks it's needed:<br />
<br />
The absorption depth controls how far the light goes into the surface of your car paint before it is totally absorbed. When the depth is 0.0 the light is absorbed directly. That means among others, that the diffuse color of your car paint will disappear under the effect of your absorption settings. When you set a little depth, the diff color will shine through a little bit, like you can see below (the diffuse color is gray there). The absorption depth can have values between 0.0 and 15.0. <br />
<br />
<br />
<br />
The image above is nearly the same as the first one. The values of absorption are the same and only the diffuse col has changed - to yellow. As you see the left ball is green with a little yellow shining through. But why green? Red is absorbed from the paint, so green and blue are left plus yellow from the diffuse color. Yellow and blue are complementary, which means they cancel each other - so only green is left.<br />
<br />
But wouldn't that mean, that we should also have no yellow? Well, the reason why we still see that yellow touch is the value of the absorption depth. Remember, until the light reaches that depth it is not affected by the absorption, so not all of the diffuse color is affected. <br />
--> <br />
<br />
<br />
Back to [[LuxCoreRender_Materials|Materials]]</div>Piitahttps://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Materials_Car_Paint&diff=1468LuxCoreRender Materials Car Paint2019-04-20T15:29:26Z<p>Piita: </p>
<hr />
<div>[[file:Luxcore_materials_car_paint_bmw.jpg|400px]]<br />
<br />
<br />
Car Paint is an advanced glossy material, simulating a diffuse surface with multiple reflective coatings. It works well for car paint, obviously, but is also well suited to any sort of "high-tech"-looking painted surface, such as painted aircraft skin, starships, futuristic weapons, etc. <br />
<br />
<br />
== Presets ==<br />
<br />
Presets are available for some quick paint jobs. These are derived from the paper that the car paint material itself was based on. (You can read the paper [http://www.johannes-guenther.net/carpaint/ here]). The actual values used by the presets can be found [[LuxCoreRender Materials Car Paint Presets|here]].<br />
<br />
<gallery mode="nolines" widths=200px heights=200px perrow=4><br />
Materials_car_paint_2k_akrylack.jpg|2k Akrylack<br />
Materials_car_paint_blue.jpg|Blue<br />
Materials_car_paint_blue_matte.jpg|Blue Matte<br />
Materials_car_paint_bmw339.jpg|BMW 339<br />
Materials_car_paint_fordf8.jpg|Ford F8<br />
Materials_car_paint_opel_titan.jpg|Opel Titan<br />
Materials_car_paint_polaris_silver.jpg|Polaris Silver<br />
Materials_car_paint_white.jpg|White<br />
</gallery><br />
<br />
== Parameters ==<br />
<br />
The parameters may seem complicated at first, but when the basics are understood it's not that difficult. There are 12 parameters but you can group some of them so that you actually have only 6 (M1-3, R1-3, Spec col 1-3). <br />
<br />
You work with three gloss "layers" in car paint and each layer has three parameters that can be controlled. In a nutshell, they are specular color (color/brightness) R (fresnel power) and M (roughness). For example the first layer's parameters are "Specular color 1", "R1", "M1". (note: "layer" is a bit of a misnomer, as they do not actually stack, they are merely chosen at random. But it will be used here as a term of convenience)<br />
<br />
When setting up the gloss layers, you may find it easiest to "solo" each layer by turning the specular color on the other two layers to full black, allowing you to configure your M and R values for each layer one at a time. You will find that using higher values for M and R (such as R=.9, M=.2) produces a more "metallic" look for that layer, while lower values (such as R=.01, M=.02) produces a more "glassy" or "waxy" appearance.<br />
<br />
"Diffuse color", "Absorption color" and "Absorption Depth" are general settings, that affect the whole material. <br />
<br />
<br />
=== Diffuse Color ===<br />
<br />
The diffuse color is the base color of the material. Try to not go above 0.8 as no color in the real world is that saturated/bright.<br />
<br />
<br />
=== Specular Color ===<br />
<br />
This controls the color and brightness of the reflections for each layer. When you set the specular color to green, the reflection of a '''gray''' object will appear green on the surface of your car paint. The reflection of a '''red''' object will appear yellow - the combination of red and green. With the help of a color wheel you can easily see the resulting color. Increasing the value of this color will result in that layer reflecting more light, producing a stronger reflection.<br />
<br />
[[file:Color_wheel.png|thumb|150px|left|Color wheel]]<br />
<br />
You can also mix the specular color by using different layers. In the image below the first and second layers have different values to show how they effect each other (the diffuse color of the material is gray). If both have the same value (the ball in the middle) you get a perfect mix (red + green = yellow). The left ball shows the red dominating (orange) and the right one green (bright green). <br />
<br />
Note the mixing effect of the yellow sticks with the specular color of the ball can hardly be seen because every mixture of green and red includes a little yellow or is even total yellow. <br />
<br clear="all"/><br />
<br />
=== R1-3 ===<br />
<br />
The R value controls the strength of the fresnel effect. With low R values, the reflection will only be near full strength when viewed from a very steep angle. At high values, it will be almost evenly distributed across the material. Generally, you want to use a lower R value for your brightest, most glossy layer, and increase it for the duller layers. How much will depend on the paint you are simulating. <br />
<br />
<gallery mode="nolines" widths=250px heights=250px><br />
Materials_carpaint_R1.jpg|R=1.0<br />
Materials_carpaint_R0,1.jpg|R=0.1<br />
Materials_carpaint_R0,01.jpg|R=0.01<br />
</gallery><br />
<br />
<br />
=== M1-3 ===<br />
<br />
This one controls how strongly the reflections are scattered. It can be set between 0.0001 and 1.0. Higher values will make the reflections scatter more.<br />
<br />
<gallery mode="nolines" widths=250px heights=250px><br />
Materials_carpaint_M0,001.jpg|M=0.001<br />
Materials_carpaint_R1.jpg|M=0.01<br />
Materials_carpaint_M0,1.jpg|M=0.1<br />
</gallery><br />
<br />
<br />
=== Absorption Color and Depth ===<br />
<br />
==== Color ====<br />
<br />
Absorption means that the light which reaches the car paint is not reflected but "swallowed" by it. If the light source is white it consists of even amounts of red, green and blue. If you set the absorption color to red, it will absorb the red and reflect the green and blue (which is cyan).<br />
<br />
<br />
<!-- old text from luxrender wiki. Seems a little too complex and makes the carpaint more difficult to understand than it actually is. But it's here in case anybody thinks it's needed:<br />
<br />
Absorption means that the light which reaches the car paint is not reflected but "swallowed" by it. Assuming a color space consisting of red, green and blue and the laws of additive color mixing, there are some very interesting facts about car paint in LuxCoreRender.<br />
<br />
If you put a lamp into your scene with white light, this light is a perfect mixture of red, green and blue. When you give the absorption color of your car paint a value of red (left Ball in the image below) it will absorb the red component of the light from your white lamp. The effect you can see below might be confusing at first, but it's logical. Red is absorbed, and green and blue still reflect to the camera. The mixture of green and blue is cyan and that is what you see below. The ball in the middle has green as the absorption color and that means that a mixture of red and blue is still reaching the camera - hence the ball is magenta. For the right ball: absorption color = blue, so it appears red + green = yellow. --><br />
<br />
==== Depth ====<br />
<br />
The absorption depth controls how far the light goes into the surface of your car paint before it is totally absorbed. When the depth is 0.0 the light is absorbed directly. That means among others, that the diffuse color of your car paint will disappear under the effect of your absorption settings. When you set a little depth, the diff color will shine through a little bit, like you can see below (the diffuse color is gray there). The absorption depth can have values between 0.0 and 15.0. <br />
<br />
<br />
<br />
The image above is nearly the same as the first one. The values of absorption are the same and only the diffuse col has changed - to yellow. As you see the left ball is green with a little yellow shining through. But why green? Red is absorbed from the paint, so green and blue are left plus yellow from the diffuse color. Yellow and blue are complementary, which means they cancel each other - so only green is left.<br />
<br />
But wouldn't that mean, that we should also have no yellow? Well, the reason why we still see that yellow touch is the value of the absorption depth. Remember, until the light reaches that depth it is not affected by the absorption, so not all of the diffuse color is affected. <br />
<br />
<br />
<br />
Back to [[LuxCoreRender_Materials|Materials]]</div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Materials_carpaint_M0,1.jpg&diff=1467File:Materials carpaint M0,1.jpg2019-04-20T15:07:47Z<p>Piita: Piita uploaded a new version of File:Materials carpaint M0,1.jpg</p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Materials_carpaint_M0,001.jpg&diff=1466File:Materials carpaint M0,001.jpg2019-04-20T15:07:07Z<p>Piita: Piita uploaded a new version of File:Materials carpaint M0,001.jpg</p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Materials_carpaint_R0,01.jpg&diff=1465File:Materials carpaint R0,01.jpg2019-04-20T15:06:12Z<p>Piita: Piita uploaded a new version of File:Materials carpaint R0,01.jpg</p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Materials_carpaint_R0,1.jpg&diff=1464File:Materials carpaint R0,1.jpg2019-04-20T15:05:48Z<p>Piita: Piita uploaded a new version of File:Materials carpaint R0,1.jpg</p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Materials_carpaint_R1.jpg&diff=1463File:Materials carpaint R1.jpg2019-04-20T15:05:16Z<p>Piita: Piita uploaded a new version of File:Materials carpaint R1.jpg</p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=LuxCore_SDL_Reference_Manual_v2.1&diff=1462LuxCore SDL Reference Manual v2.12019-04-20T09:12:35Z<p>Piita: /* Light sources */ fixed broken link to Luxcore Lighting</p>
<hr />
<div>The scene description language (SDL) is used to configure the renderer and to define objects, materials, textures etc. in the scene.<br><br />
The file ending of the render configuration file is ".cfg", for the scene file it's ".scn".<br />
<br />
These files are usually created by exporter plugins, e.g. BlendLuxCore.<br><br />
This wiki page is primarily a reference for exporter developers, normal end-users should not need to edit cfg/scn files by hand.<br />
<br />
Sometimes the API is updated faster than the wiki, in this case you can look at the code directly: https://github.com/LuxCoreRender/LuxCore/tree/master/src/slg/scene<br />
<br />
Note that matrices are passed as flat lists in column-major form.<br />
<br />
=Render configuration file=<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''resumerendering.filesafe''' || bool || 1 || enable/disable "safe save" mode for resume rendering file. A backup of the output is always valid even in the case of a system failure<br />
|}<br />
<br />
==Seed==<br />
<br />
The global seed value that is used to generate random numbers.<br><br />
Two images rendered with the same seed will have the same noise pattern.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''renderengine.seed''' || unsigned int || 1 || min 1<br />
|}<br />
<br />
==Periodic save==<br />
<br />
Options related to periodic save operations.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''periodicsave.resumerendering.period''' || float || 0 || save the resume rendering file every specified amount of time (value in seconds). A value <= 0.0 disable the saving<br />
|-<br />
|'''periodicsave.resumerendering.filename''' || string || "resume.rsm" || the name to use to save the rendering resume information periodically<br />
|-<br />
|'''periodicsave.film.period''' || float || 0 || save the Film every specified amount of time (value in seconds). A value <= 0.0 disable the saving<br />
|-<br />
|'''periodicsave.film.filename''' || string || "film.flm" || the name to use to save the film periodically<br />
|-<br />
|'''periodicsave.film.outputs.period''' || float || 600 || save all Film outputs every specified amount of time (value in seconds). A value <= 0.0 disable the saving<br />
|}<br />
<br />
==Render Engine==<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''renderengine.type''' || string || "PATHCPU" || engine type<br />
|}<br />
<br />
=== CPU Render Engines ===<br />
<br />
CPU render engines are written in C++ and don't require OpenCL. All CPU render engines accept the following parameters:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''native.threads.count''' || int || CPU core count || > 0 || > 0 || The number of threads will be used for the rendering<br />
|}<br />
<br />
'''The following CPU engines are available:'''<br />
<br />
===="PATHCPU"====<br />
<br />
A path tracer with full image plane rendering (i.e. supporting Metropolis sampler).<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''path.pathdepth.total''' || int || 6 || > 0 || [1, 16] || Maximum recursion depth of a path<br />
|-<br />
|'''path.pathdepth.diffuse''' || int || 4 || > 0 || [1, 16] || <br />
|-<br />
|'''path.pathdepth.glossy''' || int || 4 || > 0 || [1, 16] || <br />
|-<br />
|'''path.pathdepth.specular''' || int || 6 || > 0 || [1, 16] || <br />
|-<br />
|'''path.russianroulette.depth''' || int || 3 || > 0 || [1, path.maxdepth] || The path depth where Russian Roulette stars to be used<br />
|-<br />
|'''path.russianroulette.cap''' || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used<br />
|-<br />
|'''path.clamping.variance.maxvalue''' || float || 0.0 || > 0.0 || > 0.0 || Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled<br />
|-<br />
|'''path.forceblackbackground.enable''' || bool || 0 || 0 or 1 || 0 or 1 || Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas<br />
|}<br />
<br />
===="TILEPATHCPU"====<br />
Biased path tracer with many control options and support for tile rendering.<br><br />
The sampler must be set to TILEPATHSAMPLER when using this engine.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''path.pathdepth.total''' || int || 6 || > 0 || [1, 16] || Maximum recursion depth of a path<br />
|-<br />
|'''path.pathdepth.diffuse''' || int || 4 || > 0 || [1, 16] || <br />
|-<br />
|'''path.pathdepth.glossy''' || int || 4 || > 0 || [1, 16] || <br />
|-<br />
|'''path.pathdepth.specular''' || int || 6 || > 0 || [1, 16] || <br />
|-<br />
|'''path.russianroulette.depth''' || int || 3 || > 0 || [1, path.maxdepth] || The path depth where Russian Roulette stars to be used<br />
|-<br />
|'''path.russianroulette.cap''' || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used<br />
|-<br />
|'''path.clamping.variance.maxvalue''' || float || 0.0 || > 0.0 || > 0.0 || Samples brighter than this value are clamped, helps to reduce fireflies. 0.0 = disabled<br />
|-<br />
|'''path.forceblackbackground.enable''' || bool || 0 || 0 or 1 || 0 or 1 || Enable when rendering with transparent film and premultiplied alpha, to avoid artifacts with semi-transparent areas<br />
|-<br />
|'''tilepath.sampling.aa.size''' || int || 3 || > 0 || [1, 13] || All diffuse/glossy/specular samples are multiplied with the squared aa size: final_samples = aa^2 * (diffuse^2 + glossy^2 + specular^2)<br />
|-<br />
|'''tile.size''' || int || 32 || ≥ 8 || [8, 256] || Tile size in pixels<br />
|-<br />
|'''tile.multipass.enable''' || bool || 1 || 0 or 1 || o or 1 || Re-render the image until a halt threshold is met or indefinitely<br />
|-<br />
|'''tile.multipass.convergencetest.threshold''' || float || 6.0 / 256.0 || > 0.0 || [1.0 / 256.0, 6.0 / 256.0] || Target noise level<br />
|-<br />
|'''tile.multipass.convergencetest.threshold.reduction''' || float || 0.0 || [0.0, 1.0] || [0.75, 0.95] || Multiply noise level with this number when all tiles have met the previous noise level. Set to 0 to disable (so rendering will stop at the noise level)<br />
|-<br />
|'''tile.multipass.convergencetest.warmup.count''' || int || 32 || ≥ 0 || [8, 128] || Warm up period for the convergence test expressed in samples per pixel<br />
|}<br />
<br />
===="BIDIRCPU"====<br />
<br />
A Bidirectional path tracer.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''path.maxdepth''' || int || 5 || > 0 || [1, 16] || Maximum recursion depth of a eye path<br />
|-<br />
|'''light.maxdepth''' || int || 5 || > 0 || [1, 16] || Maximum recursion depth of a light path<br />
|-<br />
|'''path.russianroulette.depth''' || int || 3 || > 0 || [1, path.maxdepth] || The path depth where Russian Roulette starts to be used<br />
|-<br />
|'''path.russianroulette.cap''' || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used<br />
|}<br />
<br />
===="RTPATHCPU"====<br />
Engine optimized for interactive scene editing and camera movement.<br><br />
The sampler must be set to RTPATHCPUSAMPLER when using this engine.<br />
<br />
Supports the same properties as [[#"PATHCPU" | "PATHCPU"]] plus the following:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''rtpathcpu.zoomphase.size''' || int || 4 || || || render scaled down film for the first few frames after a scene edit (to make interactions more fluid)<br />
|-<br />
|'''rtpathcpu.zoomphase.weight''' || float || 0.1 || || || description: TODO<br />
|}<br />
<br />
=== OpenCL Render Engines ===<br />
<br />
OpenCL engines can run on GPUs, CPUs and other types of computing devices, they require OpenCL to run. All OpenCL render engines accept the following parameters:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''opencl.platform.index''' || int || -1 || A valid platform index || -1 || Select the OpenCL platform to use. All devices available on all platforms will be used with -1<br />
|-<br />
|'''opencl.cpu.use''' || bool || 1 || 0 or 1 || 0 or 1 || If to use all OpenCL CPU devices available<br />
|-<br />
|'''opencl.gpu.use''' || bool || 1 || 0 or 1 || 0 or 1 || If to use all OpenCL GPU devices available<br />
|-<br />
|'''opencl.cpu.workgroup.size''' || int || 0 || Any valid OpenCL workgroup size || 64 || Set the OpenCL workgroup size, 0 means to use the driver suggested value<br />
|-<br />
|'''opencl.gpu.workgroup.size''' || int || 0 || Any valid OpenCL workgroup size || 64 || Set the OpenCL workgroup size, 0 means to use the driver suggested value<br />
|-<br />
|'''opencl.devices.select''' || string || "" || Any valid selection string || Any valid selection string || Select each OpenCL device to use. It is a string of "0" and "1". "1" means use the device, "0" do not<br />
|}<br />
<br />
'''The following OpenCL engines are available:'''<br />
<br />
===="PATHOCL"====<br />
OpenCL version of PATHCPU. Supports the same settings as [[#"PATHCPU" | PATHCPU]] plus the following:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''pathocl.pixelatomics.enable''' || bool || 0 || 0 or 1 || 0 or 1 || Enable pixel atomic operation<br />
|-<br />
|'''opencl.task.count''' || int || "AUTO" || "AUTO" or > 0 || [64K, 1024K] || The number of tasks sent to the OpenCL device in one kernel call<br />
|}<br />
<br />
===="RTPATHOCL"====<br />
<br />
A PATHOCL version optimized for real-time rendering with fixed frame-rate and variable quality.<br><br />
The sampler must be set to TILEPATHSAMPLER when using this engine.<br />
<br />
Supports the same settings as [[#"PATHOCL" | PATHOCL]] plus the following:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''rtpath.resolutionreduction.preview''' || int || 4 || > 0 || [1, 32] || Render a sample every n x n pixels in the first passes. For instance 4x4 than 2x2 and than always 1x1<br />
|-<br />
|'''rtpath.resolutionreduction.preview.step''' || int || 8 || > 0 || [1, 32] || Each preview step is rendered for n frames<br />
|-<br />
|'''rtpath.resolutionreduction''' || int || 4 || > 0 || [1, 32] || Render a sample every n x n pixels, outside the preview phase, in order to reduce the per frame rendering time<br />
|}<br />
<br />
===="TILEPATHOCL"====<br />
<br />
OpenCL version of TILEPATHCPU.<br><br />
The sampler must be set to TILEPATHSAMPLER when using this engine.<br />
<br />
Supports the same settings as [[#"TILEPATHCPU" | TILEPATHCPU]] plus the following:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''tilepathocl.devices.maxtiles''' || int || 16 || ≥ 1 || [1, 32] || Maximum number of tiles to send in a single call to each OpenCL device<br />
|}<br />
<br />
==="FILESAVER"===<br />
<br />
Saves everything needed to render the scene to the output path, including textures and meshes.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''filesaver.format''' || string || "TXT" || "TXT" for a text SDL format and "BIN" for a single file binary format<br />
|-<br />
|'''filesaver.filename''' || string || "luxcore-exported-scene.bcf" || file name for "BIN" format<br />
|-<br />
|'''filesaver.directory''' || string || "luxcore-exported-scene" || output path for "TXT" format<br />
|-<br />
|'''filesaver.renderengine.type''' || string || "PATHCPU" || render engine to use when rendering the scene after it was saved with FILESAVER. Any engine string from above can be used here.<br />
|}<br />
<br />
===Experimental and debugging engines===<br />
<br />
'''These engines are experimental, deprecated or are only intended for very specific purposes:'''<br />
<br />
===="BIDIRVMCPU"====<br />
<br />
Bidir with vertex merging, currently experimental.<br><br />
Supports the same settings as [[#"BIDIRCPU" | BIDIRCPU]] plus the following:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''bidirvm.lightpath.count''' || int || 16 * 1024 || > 0 || || Number of lightpaths per pass<br />
|-<br />
|'''bidirvm.startradius.scale''' || float || 0.003 || > 0 || || Photon radius of the first pass<br />
|-<br />
|'''bidirvm.alpha''' || float || 3 || > 0 || [0.0, 1.0] || Photon radius is multiplied with this value after every pass to reduce the radius<br />
|}<br />
<br />
===="LIGHTCPU"====<br />
<br />
For testing.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''light.maxdepth''' || int || 5 || > 0 || [1, 16] || Maximum recursion depth of a light path<br />
|-<br />
|'''light.russianroulette.depth''' || int || 3 || > 0 || [1, path.maxdepth] || The path depth where Russian Roulette starts to be used<br />
|-<br />
|'''light.russianroulette.cap''' || float || 0.5 || [0.0, 1.0] || [0.0, 1.0] || The threshold over which Russian Roulette is used<br />
|}<br />
<br />
==Sampler==<br />
<br />
Samplers are used by following render engines:<br />
<br />
* LIGHTCPU<br />
* PATHCPU<br />
* BIDIRCPU<br />
* BIDIRVMCPU<br />
* PATHOCL<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''sampler.type''' || string || "SOBOL" || sampler type<br />
|}<br />
<br />
The following samplers are available:<br />
<br />
==="SOBOL"===<br />
<br />
Sampler with sobol pattern.<br />
Parameters:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''sampler.sobol.adaptive.strength''' || float || 0.7 || 0 ≤ x < 0.95 || 0.5 - 0.9 || it sets if the sampler should be more or less adaptive<br />
|}<br />
<br />
==="METROPOLIS"===<br />
<br />
Metropolis sampler.<br />
Parameters:<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''sampler.metropolis.largesteprate''' || float || 0.4 || 0 ≤ x ≤ 1 || 0 - 1 || Probability of generating a large sample mutation<br />
|-<br />
|'''sampler.metropolis.maxconsecutivereject''' || int || 512 || x ≥ 0 || 0 - 32768 || Number of consecutive rejects before a next mutation is forced. Low values can cause bias<br />
|-<br />
|'''sampler.metropolis.imagemutationrate''' || float || 0.1 || 0 ≤ x ≤ 1 || 0 - 1 || Maximum distance over the image plane for a small mutation<br />
|}<br />
<br />
==="RANDOM"===<br />
<br />
Fully random sampler. This sampler is mostly intended for testing purpose.<br />
Parameters:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''sampler.random.adaptive.strength''' || float || 0.7 || 0 ≤ x < 0.95 || 0.5 - 0.9 || it sets if the sampler should be more or less adaptive<br />
|}<br />
<br />
==Filter==<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''film.filter.type''' || string || "BLACKMANHARRIS" || || || Type of pixel filter.<br />
|-<br />
|'''film.filter.width''' || float || 2.0 || x > 0.0 || 0.1 - 3.0 || Filter radius in pixels. Does not have an effect on the NONE filter<br />
|-<br />
|'''film.filter.xwidth''' || float || 2.0 || x > 0.0 || 0.1 - 3.0 || Width in pixels. Overwrite '''film.filter.width''' value<br />
|-<br />
|'''film.filter.ywidth''' || float || 2.0 || x > 0.0 || 0.1 - 3.0 || Width in pixels. Overwrite '''film.filter.width''' value<br />
|}<br />
<br />
Available filters are:<br />
<br />
==="NONE"===<br />
<br />
Disable pixel filtering.<br />
<br />
==="BOX"===<br />
<br />
Box pixel filter. No parameters.<br />
<br />
==="GAUSSIAN"===<br />
<br />
Gaussian pixel filter.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''film.filter.gaussian.alpha''' || float || 2.0 || x > 0.0 || 0.1 - 10.0 || Gaussian rate of falloff. Lower values give blurrier images. <br />
|}<br />
<br />
==="MITCHELL"===<br />
<br />
Mitchel pixel filter.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
| '''film.filter.mitchell.b''' || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || B parameter for the mitchell filter in the range <br />
|-<br />
| '''film.filter.mitchell.c''' || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || C parameter for the mitchell filter in the range 0..1<br />
|}<br />
<br />
==="MITCHELL_SS"===<br />
<br />
Mitchel pixel filter with super-sampling (i.e. image will be filtered first with a grid of 4 pixels for each pixel).<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
| '''film.filter.mitchellss.b''' || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || B parameter for the mitchell filter in the range <br />
|-<br />
| '''film.filter.mitchellss.c''' || float || 1.0/3.0 || 0.0 ≤ x ≤ 1.0 || 0.0 - 1.0 || C parameter for the mitchell filter in the range 0..1<br />
|}<br />
<br />
==="BLACKMANHARRIS"===<br />
<br />
Blcakman-Harris pixel filter. No parameters.<br />
<br />
==Light Strategy==<br />
<br />
The direct light sampling strategy is defined by the following property:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''lightstrategy.type''' || string || "LOG_POWER" || "UNIFORM", "POWER" or "LOG_POWER" || N/A || Direct light sampling strategy<br />
|}<br />
<br />
==="UNIFORM"===<br />
<br />
"UNIFORM" light strategy samples evenly all light sources.<br />
<br />
==="POWER"===<br />
<br />
"POWER" light strategy samples the light sources based on their power.<br />
<br />
==="LOG_POWER"===<br />
<br />
"LOG_POWER" light strategy samples the light sources based on logarithm of their power.<br />
<br />
==Accelerator==<br />
<br />
The ray/triangle intersection accelerator to use for the rendering is defined by the following properties:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''accelerator.type''' || string || "AUTO" || "AUTO", "BVH", "MBVH", "QBVH", "MQBVH", "EMBREE" || "AUTO" || The intersection accelerator. "AUTO" will select the best one available for the current [[LuxRays]] intersection device. "EMBREE" is currently usable only on CPU render engines<br />
|-<br />
|'''accelerator.instances.enable''' || bool || 1 || 0 or 1 || 0 or 1 || Enable instance support (or disable in order to slightly increase rendering speed)<br />
|}<br />
<br />
==Epsilon==<br />
<br />
Minimum and maximum allowed value for scene epsilon can be define by the following properties:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Theoretical range<br />
!Recommended range<br />
!Description<br />
|-<br />
|'''scene.epsilon.min''' || float || 1e-5f || Any float value || 1e-6f ≤ x ≤ 1e-1f || Minimum allowed value for scene epsilon<br />
|-<br />
|'''scene.epsilon.max''' || float || 1e-1f || Any float value || 1e-3f ≤ x ≤ 1e+2f || Maximum allowed value for scene epsilon<br />
|}<br />
<br />
==Film==<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.safesave''' || bool || 1 || enable "safe save" of Film serialization. A backup of the output is always valid even in the case of a system failure.<br />
|}<br />
<br />
===Film OpenCL Options===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.opencl.enable''' || bool || 1 || enable OpenCL film operations<br />
|-<br />
|'''film.opencl.platform''' || unsigned int || -1 || choose which platform will be used by the film operations. (0 is first platform, 1 second and so on. -1 for all)<br />
|-<br />
|'''film.opencl.device''' || unsigned int || -1 || choose which device will be used by the film operations. (0 is first device, 1 second and so on. -1 for first GPU device)<br />
|}<br />
<br />
===Film Outputs (aka AOVs)===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.outputs.safesave''' || bool || 1 || enable "safe save" for Film outputs. A backup of the output is always valid even in the case of a system failure<br />
|}<br />
<br />
The film object supports many types of outputs (aka AOVs). The complete list of supported output types:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Name<br />
!Type<br />
|-<br />
|'''RGB''' || HDR<br />
|-<br />
|'''RGBA''' || HDR<br />
|-<br />
|'''RGB_IMAGEPIPELINE''' || HDR/LDR<br />
|-<br />
|'''RGBA_IMAGEPIPELINE''' || HDR/LDR<br />
|-<br />
|'''ALPHA''' || HDR/LDR<br />
|-<br />
|'''DEPTH''' || HDR<br />
|-<br />
|'''POSITION''' || HDR<br />
|-<br />
|'''GEOMETRY_NORMAL''' || HDR<br />
|-<br />
|'''SHADING_NORMAL''' || HDR<br />
|-<br />
|'''MATERIAL_ID''' || HDR/LDR<br />
|-<br />
|'''DIRECT_DIFFUSE''' || HDR<br />
|-<br />
|'''DIRECT_GLOSSY''' || HDR<br />
|-<br />
|'''EMISSION''' || HDR<br />
|-<br />
|'''INDIRECT_DIFFUSE''' || HDR<br />
|-<br />
|'''INDIRECT_GLOSSY''' || HDR<br />
|-<br />
|'''INDIRECT_SPECULAR''' || HDR<br />
|-<br />
|'''MATERIAL_ID_MASK''' || HDR/LDR<br />
|-<br />
|'''DIRECT_SHADOW_MASK''' || HDR/LDR<br />
|-<br />
|'''INDIRECT_SHADOW_MASK''' || HDR/LDR<br />
|-<br />
|'''RADIANCE_GROUP''' || HDR/LDR<br />
|-<br />
|'''UV''' || HDR/LDR<br />
|-<br />
|'''RAYCOUNT''' || HDR/LDR<br />
|-<br />
|'''BY_MATERIAL_ID''' || HDR/LDR<br />
|-<br />
|'''IRRADIANCE''' || HDR<br />
|-<br />
|'''OBJECT_ID''' || HDR<br />
|-<br />
|'''OBJECT_ID_MASK''' || HDR/LDR<br />
|-<br />
|'''BY_OBJECT_ID''' || HDR/LDR<br />
|-<br />
|'''SAMPLECOUNT''' || HDR/LDR<br />
|-<br />
|'''CONVERGENCE''' || HDR/LDR<br />
|-<br />
|'''SERIALIZED_FILM''' || N/A<br />
|-<br />
|'''MATERIAL_ID_COLOR''' || HDR/LDR<br />
|}<br />
<br />
Note: '''MATERIAL_ID_MASK''', '''RADIANCE_GROUP''', '''BY_MATERIAL_ID''', '''OBJECT_ID_MASK''', '''BY_OBJECT_ID''' use an additional property, aside from ".type" and ".filename": ".id"<br />
<br />
Note that the Bidir engine only supports a subset of AOVs. <br />
The AOVs supported by Bidir are: "RADIANCE_GROUP", "SAMPLECOUNT", "ALPHA", "RGBA", "RGB", "DEPTH".<br />
<br />
This is the list of output channel data types and sizes:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Output type<br />
!Data type<br />
!Size<br />
!Description<br />
|-<br />
|RGB||float||film width x film height x 3||R, G, B<br />
|-<br />
|RGB_IMAGEPIPELINE||float||film width x film height x 3||R, G, B<br />
|-<br />
|RGBA||float||film width x film height x 4||R, G, B, A<br />
|-<br />
|ALPHA||float||film width x film height x 1||Alpha value [0, 1]<br />
|-<br />
|DEPTH||float||film width x film height x 1||Camera distance<br />
|-<br />
|POSITION||float||film width x film height x 3||World X, Y, Z<br />
|-<br />
|GEOMETRY_NORMAL||float||film width x film height x 3||Normal vector X, Y, Z<br />
|-<br />
|SHADING_NORMAL||float||film width x film height x 3||Normal vector X, Y, Z<br />
|-<br />
|DIRECT_DIFFUSE||float||film width x film height x 3||Diffuse R, G, B<br />
|-<br />
|DIRECT_GLOSSY||float||film width x film height x 3||Glossy R, G, B<br />
|-<br />
|EMISSION||float||film width x film height x 3||Emission R, G, B<br />
|-<br />
|INDIRECT_DIFFUSE||float||film width x film height x 3||Indirect diffuse R, G, B<br />
|-<br />
|INDIRECT_GLOSSY||float||film width x film height x 3||Indirect glossy R, G, B<br />
|-<br />
|INDIRECT_SPECULAR||float||film width x film height x 3||Indirect specular R, G, B<br />
|-<br />
|MATERIAL_ID_MASK||float||film width x film height x 1||Material mask [0, 1]<br />
|-<br />
|DIRECT_SHADOW_MASK||float||film width x film height x 1||Shadow mask [0, 1]<br />
|-<br />
|INDIRECT_SHADOW_MASK||float||film width x film height x 1||Shadow mask [0, 1]<br />
|-<br />
|RADIANCE_GROUP||float||film width x film height x 3||R, G, B<br />
|-<br />
|UV||float||film width x film height x 2||Texture coordinates U, V<br />
|-<br />
|RAYCOUNT||float||film width x film height x 1||Ray count<br />
|-<br />
|BY_MATERIAL_ID||float||film width x film height x 3||By material ID<br />
|-<br />
|MATERIAL_ID||uint||film width x film height x 1||Material ID<br />
|-<br />
|IRRADIANCE||float||film width x film height x 3||R, G, B<br />
|-<br />
|OBJECT_ID_MASK||float||film width x film height x 1||Object mask [0, 1]<br />
|-<br />
|BY_OBJECT_ID||float||film width x film height x 3||By object ID<br />
|-<br />
|OBJECT_ID||uint||film width x film height x 1||Object ID<br />
|-<br />
|SAMPLECOUNT||uint||film width x film height x 1||Sample count<br />
|-<br />
|CONVERGENCE||float||film width x film height x 1||The distance of each pixel from the convergence threshold<br />
|-<br />
|SERIALIZED_FILM||N/A||N/A||The complete Film serialized in binary format<br />
|-<br />
|MATERIAL_ID_COLOR||float||film width x film height x 3||Material ID converted to colors (with anti-aliasing)<br />
|}<br />
<br />
===Film Channels===<br />
<br />
Film channels are implicitly enabled by declaring film outputs (even if the output is never used). For instance, declaring a "RGBA" output will automatically enable "RADIANCE_PER_PIXEL_NORMALIZED" (and "RADIANCE_PER_SCREEN_NORMALIZED" for BIDIRCPU) and "ALPHA".<br />
The supported channels are:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Channel type<br />
!Data type<br />
!Size<br />
!Last element is weight ?<br />
!Note<br />
|-<br />
|CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED||float||film width x film height x 4||Yes||One for each radiance group. Eye paths radiance.<br />
|-<br />
|CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED||float||film width x film height x 3||No||One for each radiance group. Light paths radiance. Used only by LIGHTCPU and BIDIRCPU.<br />
|-<br />
|CHANNEL_ALPHA||float||film width x film height x 2||Yes||<br />
|-<br />
|CHANNEL_RGB_IMAGEPIPELINE||float||film width x film height x 3||No||<br />
|-<br />
|CHANNEL_DEPTH||float||film width x film height x 1||No||<br />
|-<br />
|CHANNEL_POSITION||float||film width x film height x 3||No||<br />
|-<br />
|CHANNEL_GEOMETRY_NORMAL||float||film width x film height x 3||No||<br />
|-<br />
|CHANNEL_SHADING_NORMAL||float||film width x film height x 3||No||<br />
|-<br />
|CHANNEL_MATERIAL_ID||u_int||film width x film height x 1||No||<br />
|-<br />
|CHANNEL_DIRECT_DIFFUSE||float||film width x film height x 4||Yes||<br />
|-<br />
|CHANNEL_DIRECT_GLOSSY||float||film width x film height x 4||Yes||<br />
|-<br />
|CHANNEL_EMISSION||float||film width x film height x 4||Yes||<br />
|-<br />
|CHANNEL_INDIRECT_DIFFUSE||float||film width x film height x 4||Yes||<br />
|-<br />
|CHANNEL_INDIRECT_SPECULAR||float||film width x film height x 4||Yes||<br />
|-<br />
|CHANNEL_MATERIAL_ID_MASK||float||film width x film height x 2||Yes||<br />
|-<br />
|CHANNEL_DIRECT_SHADOW_MASK||float||film width x film height x 2||Yes||<br />
|-<br />
|CHANNEL_INDIRECT_SHADOW_MASK||float||film width x film height x 2||Yes||<br />
|-<br />
|CHANNEL_UV||float||film width x film height x 2||No||<br />
|-<br />
|CHANNEL_RAYCOUNT||float||film width x film height||No||<br />
|-<br />
|CHANNEL_BY_MATERIAL_ID||float||film width x film height x 4||Yes||<br />
|-<br />
|CHANNEL_IRRADIANCE||float||film width x film height x 4||Yes||<br />
|-<br />
|CHANNEL_OBJECT_ID||u_int||film width x film height x 1||No||<br />
|-<br />
|CHANNEL_OBJECT_ID_MASK||float||film width x film height x 2||Yes||<br />
|-<br />
|CHANNEL_BY_OBJECT_ID||float||film width x film height x 4||Yes||<br />
|}<br />
<br />
This is the list of channels enabled by each output:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Output<br />
!Enabled channels<br />
|-<br />
|'''RGB''' || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)<br />
|-<br />
|'''RGBA''' || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA<br />
|-<br />
|'''RGB_IMAGEPIPELINE''' || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)<br />
|-<br />
|'''RGBA_IMAGEPIPELINE''' || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU), ALPHA<br />
|-<br />
|'''ALPHA''' || ALPHA<br />
|-<br />
|'''DEPTH''' || DEPTH<br />
|-<br />
|'''POSITION''' || DEPTH, POSITION<br />
|-<br />
|'''GEOMETRY_NORMAL''' || DEPTH, GEOMETRY_NORMAL<br />
|-<br />
|'''SHADING_NORMAL''' || DEPTH, SHADING_NORMAL<br />
|-<br />
|'''MATERIAL_ID''' || DEPTH, MATERIAL_ID<br />
|-<br />
|'''DIRECT_DIFFUSE''' || DIRECT_DIFFUSE<br />
|-<br />
|'''DIRECT_GLOSSY''' || DIRECT_GLOSSY<br />
|-<br />
|'''EMISSION''' || EMISSION<br />
|-<br />
|'''INDIRECT_DIFFUSE''' || INDIRECT_DIFFUSE<br />
|-<br />
|'''INDIRECT_GLOSSY''' || INDIRECT_GLOSSY<br />
|-<br />
|'''INDIRECT_SPECULAR''' || INDIRECT_SPECULAR<br />
|-<br />
|'''MATERIAL_ID_MASK''' || MATERIAL_ID, MATERIAL_ID_MASK<br />
|-<br />
|'''DIRECT_SHADOW_MASK''' || DIRECT_SHADOW_MASK<br />
|-<br />
|'''INDIRECT_SHADOW_MASK''' || INDIRECT_SHADOW_MASK<br />
|-<br />
|'''RADIANCE_GROUP''' || CHANNEL_RADIANCE_PER_PIXEL_NORMALIZED, CHANNEL_RADIANCE_PER_SCREEN_NORMALIZED (only for LIGHTCPU and BIDIRCPU)<br />
|-<br />
|'''UV''' || DEPTH, UV<br />
|-<br />
|'''RAYCOUNT''' || DEPTH, RAYCOUNT<br />
|-<br />
|'''BY_MATERIAL_ID''' || BY_MATERIAL_ID<br />
|-<br />
|'''IRRADIANCE''' || IRRADIANCE<br />
|-<br />
|'''OBJECT_ID''' || DEPTH, OBJECT_ID<br />
|-<br />
|'''OBJECT_ID_MASK''' || OBJECT_ID, OBJECT_ID_MASK<br />
|-<br />
|'''BY_OBJECT_ID''' || BY_OBJECT_ID<br />
|}<br />
<br />
Note: CHANNEL_RGB_IMAGEPIPELINE is always enable and the result of running the image pipeline.<br />
<br />
===Image pipeline===<br />
<br />
It is possible to [http://www.luxrender.net/forum/viewtopic.php?f=8&p=120169#p120169 define multiple image pipelines at the same time]<br />
<br />
====Radiance Group====<br />
<br />
Radiance groups are used to get only the contribution of a group of lights in the scene.<br><br />
Lights can be grouped by setting their [[#Common_parameters | '''.id''']] property to the same number, on materials this is done with the [[#Light_emission | '''.emission.id''']] property.<br><br />
<br />
Note that the OpenCL engines only support up to 8 radiance groups (one of them is the default group).<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.radiancescales.<id>.globalscale''' || float|| 1 || global weighting of radiance group <br />
|-<br />
|'''film.imagepipelines.<pipeline #>.radiancescales.<id>.temperature ''' || float || 6500.0 || light temperature<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.radiancescales.<id>.rgbscale''' || vector || 1.0 1.0 1.0 || light color<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.radiancescales.radiancescales.<id>.enabled''' || bool || 1 || enable radiance group<br />
|}<br />
<br />
====Image pipeline plug-ins====<br />
<br />
=====Type: TONEMAP_LINEAR=====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.type''' || string || "TONEMAP_LINEAR" || linear tonemapping<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.scale''' || float || 1.0 || tonemapping scale<br />
|}<br />
<br />
=====Type: TONEMAP_REINHARD02=====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.type''' || string || "TONEMAP_REINHARD02" || reinhard tonemapping<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.prescale''' || float || 1.0 || reinhard prescale<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.postscale''' || float || 1.2 || reinhard postscale<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.burn''' || float || 3.75 || reinhard burn<br />
|}<br />
<br />
=====Type: TONEMAP_AUTOLINEAR=====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.type''' || string || "TONEMAP_AUTOLINEAR" || automatic linear tonemapping<br />
|}<br />
<br />
=====Type: TONEMAP_LUXLINEAR=====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.type''' || string || "TONEMAP_LUXLINEAR" || linear tonemapping with real camera settings<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.sensitivity''' || float || 100.0 || ISO sensitivity<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.exposure''' || float || 0.001 || exposure time<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.fstop''' || float || 2.8 || f/aperture<br />
|}<br />
<br />
=====Type: NOP=====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.imagepipeline.<pipeline #>.<plugin #>.type''' || string || "NOP" || no parameters tonemapper<br />
|}<br />
<br />
=====Type: GAMMA_CORRECTION=====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.type''' || string || "TONEMAP_LINEAR" || gamma correction<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.value''' || float || 2.2 || gamma value<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.table.size''' || unsigned int || 4096 || resolution<br />
|}<br />
<br />
=====Type: OUTPUT_SWITCHER=====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.type''' || string || "OUTPUT_SWITCHER" || overwrite output<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.channel''' || string || "DEPTH" || channel whose values are used to overwrite<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.index''' || unsigned int || 0 || index<br />
|}<br />
<br />
=====Type: GAUSSIANFILTER_3x3=====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.type''' || string || "GAUSSIANFILTER_3x3" || gaussian filter<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.weight''' || float || 0.15 || blurring weight<br />
|}<br />
<br />
=====Type: CAMERA_RESPONSE_FUNC=====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.type''' || string || CAMERA_RESPONSE_FUNC || analog camera film simulation<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.name''' || string || "Advantix_100CD" || film type<br />
|}<br />
<br />
=====Type: BACKGROUND_IMG=====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.type''' || string || BACKGROUND_IMG || show the background image where alpha < 1 (simple compositing)<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.file''' || string || ... || background image path (e.g scenes/simple-mat/sky.exr)<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.gamma''' || float || 2.2 || background image gamma<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.storage ''' || string || auto || background image storage type<br />
|}<br />
Note: When the size of the background image differs from the film size, it will be stretched to fit the film size.<br />
<br />
=====Type: BLOOM=====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.type''' || string || "BLOOM" || bloom effect<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.radius''' || float || 0.07 || how large the bloom effect is in % of the image size (i.e. 1.0 = all image)<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.weight''' || float || 0.25 || how strong the effect is (i.e. 0.0 = nothing, 1.0 = max. strength)<br />
|}<br />
<br />
=====Type: VIGNETTING=====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.type''' || string || "VIGNETTING" || vignetting effect<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.scale''' || float || 0.4 || vignetting strength<br />
|}<br />
<br />
=====Type: COLOR_ABERRATION=====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.type''' || string || "COLOR_ABERRATION" || color aberration effect<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.amount''' || float || 0.005 || color aberration amount<br />
|}<br />
<br />
=====Type: MIST=====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.type''' || string || "MIST" || aerial perspective effect (fake fog)<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.color''' || spectrum|| [1, 1, 1] || mist color<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.amount''' || float || 0.005 || mist amount<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.startdistance''' || float || 0 || distance from camera until where the mist effect has zero effect<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.enddistance''' || float || 10000 || distance from camera from where the mist effect has maximum effect<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.excludebackground''' || bool || false || Do not apply mist effect on pixels with infinite distance to the camera<br />
|}<br />
<br />
=====Type: CONTOUR_LINES=====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.type''' || string || "CONTOUR_LINES" || contour lines for IRRADIANCE AOV<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.range''' || float|| ? || ?<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.scale''' || float || ? || ?<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.steps''' || int || ? || ?<br />
|-<br />
|'''film.imagepipelines.<pipeline #>.<plugin #>.zerogridsize''' || int || ? || ?<br />
|}<br />
<br />
===Film Subregion===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''film.subregion''' || vector || ... || <xstart> <xstop> <ystart> <ystop><br />
|}<br />
<br />
===Rendering halt conditions===<br />
<br />
By default, a LuxCore rendering will never stop however you can enable one or multiple halt conditions:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''batch.haltthreshold''' || float || -1.0 || enable image convergence test and stops when the error is under the defined value. Use a value like "n / 256.0" where n is the level of error you are looking for. It may be hard to achieve a level of error smaller than 3.0 / 256.0. -1.0 disables the halt condition.<br />
|-<br />
|'''batch.haltthreshold.warmup''' || unsigned int || 64 || number of average samples per pixel before to start the convergence test<br />
|-<br />
|'''batch.haltthreshold.step''' || unsigned int || 64 || number of average samples per pixel between two tests<br />
|-<br />
|'''batch.haltthreshold.filter.enable''' || bool || 1 || if the CONVERGENCE AOV (generated by the batch.haltthreshold) should be filtered or not with a 3x3 box filter<br />
|-<br />
|'''batch.haltthreshold.stoprendering.enable''' || bool || 1 || Set this to 0 (false) if you only want to use the haltthreshold settings for adaptive sampling in an endless render<br />
|-<br />
|'''batch.halttime''' || float || 0.0 || number of seconds before stopping the rendering<br />
|-<br />
|'''batch.haltspp''' || unsigned int || 0 || number of average samples per pixel before stopping the rendering<br />
|}<br />
<br />
=Scene file=<br />
<br />
==Camera==<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.camera.type''' || string || "perspective" || "perspective", "orthographic" or "environment" (360° panorama <br> mapped in latlong format)<br />
|-<br />
|'''scene.camera.lookat.orig''' || point (float float float) || 0.0 10.0 0.0 || camera location<br />
|-<br />
|'''scene.camera.lookat.target''' || point (float float float) || 0.0 0.0 0.0 || camera target<br />
|-<br />
|'''scene.camera.up''' || vector (float float float) || (0.0, 0.0, 1.0) || camera up vector<br />
|-<br />
|'''scene.camera.fieldofview''' || float || 45.0 || field of view<br />
|-<br />
|'''scene.camera.screenwindow''' || vector || 0.0 1.0 0.0 1.0 || <xstart> <xstop> <ystart> <ystop> <br />
|-<br />
|'''scene.camera.shutteropen''' || float || 0.0 || camera shutter open time (used for motion blur)<br />
|-<br />
|'''scene.camera.shutterclose''' || float || 0.0 || camera shutter close time (used for motion blur)<br />
|-<br />
|'''scene.camera.autovolume.enable''' || bool || true || try automatically to discover scene.camera.volume<br />
|-<br />
|'''scene.camera.volume''' || string || || the initial volume rays will travel in<br />
|}<br />
<br />
The camera supports motion blur. See [[ LuxCore_SDL_Reference_Manual_v2.0#Object_Motion_Blur | Object Motion Blur ]].<br><br />
(Only difference being that instead of the prefix '''scene.objects.<object name>''', the prefix '''scene.camera''' is used when setting motion properties of the camera)<br />
<br />
==Textures==<br />
<br />
Check [[LuxCoreRender_Textures|LuxCoreRender Textures]] for a high level description and examples of the textures.<br />
<br />
===Mapping===<br />
<br />
Some texture (mostly procedural textures) supports 2D or 3D mapping parameters:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.mapping.type''' || string || "uvmapping2d" || type of mapping<br />
|-<br />
|'''scene.textures.<texture name>.mapping.rotation''' || float || 0.0 || UV rotation (in degrees)<br />
|-<br />
|'''scene.textures.<texture name>.mapping.uvscale''' || UV || 1.0 1.0 || UV scale<br />
|-<br />
|'''scene.textures.<texture name>.mapping.uvdelta''' || UV || 0.0 0.0 || UV translation<br />
|}<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.mapping.type''' || string || "uvmapping3d" || type of mapping<br />
|-<br />
|'''scene.textures.<texture name>.mapping.transformation''' || Matrix4x4 || 1.0 0.0 0.0 0.0<br/>0.0 1.0 0.0 0.0<br/>0.0 0.0 1.0 0.0<br/>0.0 0.0 0.0 1.0|| transformation matrix<br />
|}<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.mapping.type''' || string || "globalmapping3d" || type of mapping<br />
|-<br />
|'''scene.textures.<texture name>.mapping.transformation''' || Matrix4x4 || 1.0 0.0 0.0 0.0<br/>0.0 1.0 0.0 0.0<br/>0.0 0.0 1.0 0.0<br/>0.0 0.0 0.0 1.0|| transformation matrix<br />
|}<br />
<br />
===Type: add===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "add" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.texture1''' || texture || 1.0 || texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.texture2''' || texture || 1.0 || texture name or constant<br />
|}<br />
<br />
===Type: subtract===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "subtract" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.texture1''' || texture || 1.0 || texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.texture2''' || texture || 1.0 || texture name or constant<br />
|}<br />
<br />
===Type: band===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "band" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.amount''' || texture || 0.5|| texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.interpolation''' || string || "linear"|| "linear", "cubic" or "none"<br />
|-<br />
|'''scene.textures.<texture name>.offset[0..n]''' || float || 0.0 || multiple offsets in the range of [0.0, 1.0]<br />
|-<br />
|'''scene.textures.<texture name>.value[0..n]''' || spectrum || 1.0 1.0 1.0 || a value for each offset<br />
|}<br />
<br />
===Type: blender_blend===<br />
<br />
Emulate Blender procedural texture.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "blender_blend" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.progressiontype''' || string || "linear" || linear, quadratic, easing, diagonal, spherical, quadratic_spherical, halo or radial<br />
|-<br />
|'''scene.textures.<texture name>.direction''' || string || "horizontal" || horizontal or vertical<br />
|-<br />
|'''scene.textures.<texture name>.bright''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.contrast''' || float || 1.0 ||<br />
|}<br />
<br />
===Type: blender_clouds===<br />
<br />
Emulate Blender procedural texture.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "blender_clouds" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.noisetype''' || string || "soft_noise" || hard_noise or soft_noise<br />
|-<br />
|'''scene.textures.<texture name>.noisebasis''' || string || "blender_original" || blender_original, original_perlin, improved_perlin, voronoi_f1, voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1, voronoi_crackle or cell_noise<br />
|-<br />
|'''scene.textures.<texture name>.noisesize''' || float || 0.25 || <br />
|-<br />
|'''scene.textures.<texture name>.noisedepth''' || int || 2 ||<br />
|-<br />
|'''scene.textures.<texture name>.bright''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.contrast''' || float || 1.0 ||<br />
|}<br />
<br />
===Type: blender_distortednoise===<br />
<br />
Emulate Blender procedural texture.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "blender_distortednoise" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.noise_distortion''' || string || "blender_original" || blender_original, original_perlin, improved_perlin, voronoi_f1,<br> voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,<br> voronoi_crackle or cell_noise<br />
|-<br />
|'''scene.textures.<texture name>.noisebasis''' || string || "blender_original" || blender_original, original_perlin, improved_perlin, voronoi_f1,<br> voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,<br> voronoi_crackle or cell_noise<br />
|-<br />
|'''scene.textures.<texture name>.noisesize''' || float || 0.25 || <br />
|-<br />
|'''scene.textures.<texture name>.distortion''' || float || 1 ||<br />
|-<br />
|'''scene.textures.<texture name>.bright''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.contrast''' || float || 1.0 ||<br />
|}<br />
<br />
===Type: blender_magic===<br />
<br />
Emulate Blender procedural texture.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "blender_magic" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.noisedepth''' || int || 2 ||<br />
|-<br />
|'''scene.textures.<texture name>.turbulence''' || float || 5.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.bright''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.contrast''' || float || 1.0 ||<br />
|}<br />
<br />
===Type: blender_marble===<br />
<br />
Emulate Blender procedural texture.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "blender_marble" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.marbletype''' || string || "soft" || soft, sharp or sharper<br />
|-<br />
|'''scene.textures.<texture name>.turbulence''' || float || 5.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.noisebasis''' || string || "blender_original" || blender_original, original_perlin, improved_perlin, voronoi_f1,<br> voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,<br> voronoi_crackle or cell_noise<br />
|-<br />
|'''scene.textures.<texture name>.noisebasis2''' || string || "sin" || sin, saw or tri<br />
|-<br />
|'''scene.textures.<texture name>.noisedepth''' || int || 2 ||<br />
|-<br />
|'''scene.textures.<texture name>.noisesize''' || float || 0.25 || <br />
|-<br />
|'''scene.textures.<texture name>.noisetype''' || string || "soft_noise" || soft_noise or hard_noise<br />
|-<br />
|'''scene.textures.<texture name>.turbulence''' || float || 5.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.bright''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.contrast''' || float || 1.0 ||<br />
|}<br />
<br />
===Type: blender_musgrave===<br />
<br />
Emulate Blender procedural texture.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "blender_musgrave" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.musgravetype''' || string || "multifractal" || multifractal, ridged_multifractal, hybrid_multifractal, fBM or hetero_terrain<br />
|-<br />
|'''scene.textures.<texture name>.noisebasis''' || string || "blender_original" || blender_original, original_perlin, improved_perlin, voronoi_f1,<br> voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,<br> voronoi_crackle or cell_noise<br />
|-<br />
|'''scene.textures.<texture name>.dimension''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.intensity''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.lacunarity''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.offset''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.gain''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.octaves''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.gain''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.noisesize''' || float || 0.25 || <br />
|-<br />
|'''scene.textures.<texture name>.noisetype''' || string || "soft_noise" || soft_noise or hard_noise<br />
|-<br />
|'''scene.textures.<texture name>.bright''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.contrast''' || float || 1.0 ||<br />
|}<br />
<br />
===Type: blender_noise===<br />
<br />
Emulate Blender procedural texture.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "blender_noise" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.noisedepth''' || int || 2 ||<br />
|-<br />
|'''scene.textures.<texture name>.bright''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.contrast''' || float || 1.0 ||<br />
|}<br />
<br />
===Type: blender_stucci===<br />
<br />
Emulate Blender procedural texture.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "blender_stucci" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.stuccitype''' || string || "plastic" || plastic, wall_in or wall_out<br />
|-<br />
|'''scene.textures.<texture name>.noisebasis''' || string || "blender_original" || blender_original, original_perlin, improved_perlin, voronoi_f1,<br> voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,<br> voronoi_crackle or cell_noise<br />
|-<br />
|'''scene.textures.<texture name>.noisetype''' || string || "soft_noise" || soft_noise or hard_noise<br />
|-<br />
|'''scene.textures.<texture name>.noisesize''' || float || 0.25 ||<br />
|-<br />
|'''scene.textures.<texture name>.turbulence''' || float || 5.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.bright''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.contrast''' || float || 1.0 ||<br />
|}<br />
<br />
===Type: blender_wood===<br />
<br />
Emulate Blender procedural texture.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "blender_wood" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.woodtype''' || string || "bands" || bands, rings, bandnoise or ringnoise<br />
|-<br />
|'''scene.textures.<texture name>.noisebasis''' || string || "blender_original" || blender_original, original_perlin, improved_perlin, voronoi_f1,<br> voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2_f1,<br> voronoi_crackle or cell_noise<br />
|-<br />
|'''scene.textures.<texture name>.noisebasis2''' || string || "sin" || sin, saw or tri<br />
|-<br />
|'''scene.textures.<texture name>.noisetype''' || string || "soft_noise" || soft_noise or hard_noise<br />
|-<br />
|'''scene.textures.<texture name>.noisesize''' || float || 0.25 ||<br />
|-<br />
|'''scene.textures.<texture name>.turbulence''' || float || 5.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.bright''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.contrast''' || float || 1.0 ||<br />
|}<br />
<br />
===Type: blender_voronoi===<br />
<br />
Emulate Blender procedural texture.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "blender_voronoi" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.intensity''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.distmetric''' || string || "actual_distance" || actual_distance, distance_squared, manhattan,<br> chebychev, minkowski_half, minkowski_four or minkowski<br />
|-<br />
|'''scene.textures.<texture name>.w1''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.w2''' || float || 0.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.w3''' || float || 0.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.w4''' || float || 0.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.noisesize''' || float || 0.25 ||<br />
|-<br />
|'''scene.textures.<texture name>.bright''' || float || 1.0 ||<br />
|-<br />
|'''scene.textures.<texture name>.contrast''' || float || 1.0 ||<br />
|}<br />
<br />
===Type: brick===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "brick" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.bricktex''' || texture || 1.0 1.0 1.0 || texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.mortartex''' || texture || 0.2 0.2 0.2 || texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.brickmodtex''' || texture || 1.0 1.0 1.0 || texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.brickbond''' || string || "running" || "flemish", "english", "herringbone", "basket" or "chain link"<br />
|-<br />
|'''scene.textures.<texture name>.brickwidth''' || float || 0.3 || brick width<br />
|-<br />
|'''scene.textures.<texture name>.brickheight''' || float || 0.1 || brick height<br />
|-<br />
|'''scene.textures.<texture name>.brickdepth''' || float || 0.15 || brick depth<br />
|-<br />
|'''scene.textures.<texture name>.mortarsize''' || float || 0.01 ||mortar size<br />
|-<br />
|'''scene.textures.<texture name>.brickrun''' || float || 0.75 || brick run<br />
|-<br />
|'''scene.textures.<texture name>.brickbevel''' || float || 0.0 || brick bevel<br />
|}<br />
<br />
This texture supports 3D mapping.<br />
<br />
===Type: checkerboard3d===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "checkerboard3d" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.texture1''' || texture || 1.0 || texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.texture2''' || texture || 0.0 || texture name or constant<br />
|}<br />
<br />
This texture supports 3D mapping.<br />
<br />
===Type: checkerboard2d===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "checkerboard2d" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.texture1''' || texture || 1.0 || texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.texture2''' || texture || 0.0 || texture name or constant<br />
|}<br />
<br />
This texture supports 2D mapping.<br />
<br />
===Type: constfloat1===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "constfloat1" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.value''' || float || 1.0 || constant value<br />
|}<br />
<br />
===Type: constfloat3===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "constfloat3" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.value''' || spectrum || (1.0, 1.0, 1.0) || RGB constant value<br />
|}<br />
<br />
===Type: densitygrid===<br />
<br />
You can use ".data", ".data3" or ".openvdb.file" to define the 3D grid values.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "densitygrid" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.nx''' || unsigned int || || grid x size<br />
|-<br />
|'''scene.textures.<texture name>.ny''' || unsigned int || || grid y size<br />
|-<br />
|'''scene.textures.<texture name>.nz''' || unsigned int || || grid z size<br />
|-<br />
|'''scene.textures.<texture name>.wrap''' || string || "repeat" || select the type of grid wrapping mode: "repeat", "black", "white", "clamp"<br />
|-<br />
|'''scene.textures.<texture name>.wrap''' || string || "repeat" || select the type of grid wrapping mode: "repeat", "black", "white", "clamp"<br />
|-<br />
|'''scene.textures.<texture name>.storage''' || string || "half" || select the type of memory storage: "auto", "byte", "half", "float"<br />
|-<br />
|'''scene.textures.<texture name>.data''' || float || || vector grid values (total count: nx * ny * nz)<br />
|-<br />
|'''scene.textures.<texture name>.data3''' || float || || vector grid values (total count: nx * ny * nz * 3)<br />
|-<br />
|'''scene.textures.<texture name>.openvdb.file''' || string || || OpenVDB file name<br />
|-<br />
|'''scene.textures.<texture name>.openvdb.grid''' || string || || OpenVDB grid name to read from the file<br />
|}<br />
<br />
===Type: dots===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "dots" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.inside''' || texture || 1.0 || texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.outside''' || texture || 0.0 || texture name or constant<br />
|}<br />
<br />
This texture supports 2D mapping.<br />
<br />
===Type: fbm===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "fbm" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.octaves''' || int || 8 || noise octaves<br />
|-<br />
|'''scene.textures.<texture name>.roughness''' || float || 0.5 || noise roughness<br />
|}<br />
<br />
This texture supports 3D mapping.<br />
<br />
===Type: fresnelapproxk===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "fresnelapproxk" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.texture''' || texture || (0.5, 0.5, 0.5) || texture name or constant<br />
|}<br />
<br />
===Type: fresnelapproxn===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "fresnelapproxn" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.texture''' || texture || (0.5, 0.5, 0.5) || texture name or constant<br />
|}<br />
<br />
===Type: hitpointalpha===<br />
<br />
Use the value obtained by interpolating triangle vertices alphas.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "hitpointalpha" || type of texture<br />
|}<br />
<br />
===Type: hitpointcolor===<br />
<br />
Use the color obtained by interpolating triangle vertices colors.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "hitpointcolor" || type of texture<br />
|}<br />
<br />
===Type: hitpointgrey===<br />
<br />
Use the value obtained by interpolating triangle vertices colors, mapped to a float value (RGB converted into greyscale).<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "hitpointgrey" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.channel''' || int || -1 || the index of the RGB channel to use. -1 means the luminance of the RGB value<br />
|}<br />
<br />
===Type: hsv===<br />
<br />
Hue saturation value manipulation.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "hsv" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.texture''' || texture || 0 0 0 || input color that will be manipulated<br />
|-<br />
|'''scene.textures.<texture name>.hue''' || texture || 0.5 || shift in hue (range: 0..1)<br />
|-<br />
|'''scene.textures.<texture name>.saturation''' || texture || 1.0 || saturation (range: 0..inf)<br />
|-<br />
|'''scene.textures.<texture name>.value''' || texture || 1.0 || brightness multiplier (range: 0..inf)<br />
|}<br />
<br />
===Type: imagemap===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "imagemap" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.file''' || string || "image.png" || name of the image file<br />
|-<br />
|'''scene.textures.<texture name>.gamma''' || float || 2.2 || gamma correction value used in the image<br />
|-<br />
|'''scene.textures.<texture name>.gain''' || float || 1.0 || image values are multiplied by gain value<br />
|-<br />
|'''scene.textures.<texture name>.storage''' || string || "auto" || select the type of memory storage: "auto", "byte", "half", "float"<br />
|-<br />
|'''scene.textures.<texture name>.wrap''' || string || "repeat" || select the type of image map wrapping mode: "repeat", "black", "white", "clamp"<br />
|-<br />
|'''scene.textures.<texture name>.channel''' || string || "default" || extract from the image only the selected channels:<br> "default", "red", "green", "blue",<br> "alpha", "mean", "colored_mean", "rgb"<br />
|}<br />
<br />
===Type: normalmap===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "normalmap" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.texture''' || texture || 0 0 0 || input. Is treated as an XYZ vector in tangent space.<br />
|-<br />
|'''scene.textures.<texture name>.scale''' || float || 1.0 || multiplier for adjusting normalmap height<br />
|}<br />
<br />
===Type: marble===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "marble" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.octaves''' || int || 8 || noise octaves<br />
|-<br />
|'''scene.textures.<texture name>.roughness''' || float || 0.5 || noise roughness<br />
|-<br />
|'''scene.textures.<texture name>.scale''' || float || 1.0 || marble scale<br />
|-<br />
|'''scene.textures.<texture name>.variation''' || float || 0.2 || marble variation<br />
|}<br />
<br />
This texture supports 3D mapping.<br />
<br />
===Type: mix===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "mix" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.amount''' || texture || 0.5 || texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.texture1''' || texture || 0.0 || texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.texture2''' || texture || 1.0 || texture name or constant<br />
|}<br />
<br />
===Type: scale===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "scale" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.texture1''' || texture || 1.0 || texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.texture2''' || texture || 1.0 || texture name or constant<br />
|}<br />
<br />
===Type: uv===<br />
<br />
This procedural texture has no parameters aside from the support of 2D mapping.<br />
<br />
===Type: windy===<br />
<br />
This procedural texture has no parameters aside from the support of 3D mapping.<br />
<br />
===Type: wood===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "wood" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.woodtype''' || string || "bands" || "bands", "rings", "bandnoise" or "ringnoise"<br />
|-<br />
|'''scene.textures.<texture name>.noisebasis2''' || string || "sin" || "sin", "saw" or "tri"<br />
|-<br />
|'''scene.textures.<texture name>.noisetype''' || string || "soft_noise" || "soft_noise" or "hard_noise"<br />
|-<br />
|'''scene.textures.<texture name>.noisesize''' || float || 0.25 || noise size<br />
|-<br />
|'''scene.textures.<texture name>.turbulence''' || float || 5.0 || noise turbulence<br />
|-<br />
|'''scene.textures.<texture name>.bright''' || float || 1.0 || bright<br />
|-<br />
|'''scene.textures.<texture name>.contrast''' || float || 1.0 || contrast<br />
|}<br />
<br />
This texture supports 3D mapping.<br />
<br />
===Type: wrinkled===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "wrinkled" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.octaves''' || int || 8 || noise octaves<br />
|-<br />
|'''scene.textures.<texture name>.roughness''' || float || 0.5 || noise roughness<br />
|}<br />
<br />
This texture supports 3D mapping.<br />
<br />
===Type: abs===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "abs" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.texture''' || texture || 1.0 || texture name or constant<br />
|}<br />
<br />
===Type: clamp===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "clamp" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.texture''' || texture || 1.0 || texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.min''' || float || 0.0 || lower boundary of the clamping<br />
|-<br />
|'''scene.textures.<texture name>.max''' || float || 1.0 || upper boundary of the clamping<br />
|}<br />
<br />
===Type: divide===<br />
<br />
Note: If texture2 (the divisor) is 0, 0 is returned.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "divide" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.texture1''' || texture || 1.0 || texture name or constant (dividend)<br />
|-<br />
|'''scene.textures.<texture name>.texture2''' || texture || 1.0 || texture name or constant (divisor)<br />
|}<br />
<br />
===Type: remap===<br />
<br />
This texture brings the value from the source range into the target range. <br />
<br />
Note: The value is clamped into source range before performing the remap operation, and the resulting number is also clamped into the target range.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "remap" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.value''' || texture || 0.5 || texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.sourcemin''' || texture || 0.0 || texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.sourcemax''' || texture || 1.0 || texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.targetmin''' || texture || 0.0 || texture name or constant<br />
|-<br />
|'''scene.textures.<texture name>.targetmax''' || texture || 1.0 || texture name or constant<br />
|}<br />
<br />
===Type: objectid===<br />
<br />
Raw object ID (range 0 to 0xfffffffe).<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "objectid" || type of texture<br />
|}<br />
<br />
===Type: objectidcolor===<br />
<br />
Object ID interpreted as color.<br><br />
The object ID is a 4 byte unsigned int. To convert to color, the lower three bytes are interpreted as r, g, b values (each range 0 to 255). The highest byte is ignored.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "objectidcolor" || type of texture<br />
|}<br />
<br />
===Type: objectidnormalized===<br />
<br />
Normalized object ID (range 0 to 1).<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "objectidnormalized" || type of texture<br />
|}<br />
<br />
===Type: blackbody===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "blackbody" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.temperature''' || float|| 6500 || emission temperature<br />
|}<br />
<br />
===Type: irregulardata===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "irregulardata" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.wavelengths''' || vector || 580.0 620.0 660.0|| wavelenghts<br />
|-<br />
|'''scene.textures.<texture name>.data''' || vector || 0.0 0.000015 0.0|| data (length should match wavelength's length)<br />
|}<br />
<br />
===Type: lampspectrum===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || "lampspectrum" || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.name''' || string || "Daylight" || lamp light spectrum<br />
|}<br />
<br />
===Type: Fresnel Textures===<br />
<br />
Textures for loading optical data<br />
<br />
====Type: fresnelcolor====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || fresnelcolor || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.kr''' || vector || 0.5 0.0 0.0 || reflection color<br />
|}<br />
<br />
====Type: fresnelpreset====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || fresnelpreset || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.name''' || string || aluminium || fresnel preset ("aluminium", "silver", "copper", "gold" or "amorphous carbon")<br />
|}<br />
<br />
====Type: fresnelsopra====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || fresnelpreset || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.file''' || string || ... || nk file path (e.g scenes/luxball/Au.nk)<br />
|}<br />
<br />
====Type: fresnelluxpop====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.textures.<texture name>.type''' || string || fresnelpreset || type of texture<br />
|-<br />
|'''scene.textures.<texture name>.file''' || string || ... || nk file path (e.g scenes/luxball/Cr.nk)<br />
|}<br />
<br />
==Volumes==<br />
<br />
Check [[LuxCoreRender_Volumes|LuxCoreRender Volumes]] for a high level description and examples of the volumes.<br />
<br />
All volumes share these properties<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.volumes.<volume name>.type''' || string || clear || volume type<br />
|-<br />
|'''scene.volumes.<volume name>.priority''' || unsigned int|| 0|| volume priority (when volumes overlap, the one with highest priority overrides the others)<br />
|-<br />
|'''scene.volumes.<volume name>.ior''' || texture|| ... || index of refraction<br />
|-<br />
|'''scene.volumes.<volume name>.absorption''' || texture || ... || absorption texture<br />
|-<br />
|'''scene.volumes.<volume name>.emission ''' || texture || ... || emission <br />
|-<br />
|'''scene.volumes.<volume name>.emission.id ''' || unsigned int || ... || emission ID<br />
|}<br />
<br />
===Volume: Clear===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.volumes.<volume name>.type''' || string || clear || volume type<br />
|}<br />
<br />
===Volume: Homogeneous===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.volumes.<volume name>.type''' || string || homogeneous|| volume type<br />
|-<br />
|'''scene.volumes.<volume name>.scattering''' || texture || ... || scattering texture<br />
|-<br />
|'''scene.volumes.<volume name>.asymmetry''' || texture || ... || asymmetry texture<br />
|-<br />
|'''scene.volumes.<volume name>.multiscattering''' || bool || ... || multiscattering<br />
|}<br />
<br />
===Volume: Heterogeneous===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.volumes.<volume name>.type''' || string || heterogeneous || volume type<br />
|-<br />
|'''scene.volumes.<volume name>.scattering''' || texture || ... || scattering texture<br />
|-<br />
|'''scene.volumes.<volume name>.asymmetry''' || texture || ... || asymmetry texture<br />
|-<br />
|'''scene.volumes.<volume name>.multiscattering''' || bool || ... || multiscattering<br />
|-<br />
|'''scene.volumes.<volume name>.steps.size''' || float || ... || step size<br />
|-<br />
|'''scene.volumes.<volume name>.steps.maxcount''' || unsigned int || ... || step maximum count<br />
|}<br />
<br />
==Materials==<br />
<br />
Check [[LuxCoreRender_Materials|LuxCoreRender Materials]] for a high level description and examples of the materials.<br />
<br />
===Common properties===<br />
<br />
Common material properties:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.bumptex''' || texture || || texture to use for the bump mapping<br />
|-<br />
|'''scene.materials.<material name>.normaltex''' || texture || || texture to use for the normal mapping<br />
|-<br />
|'''scene.materials.<material name>.samples''' || int || -1 || number of rays used to sample this material. -1 means use the default global value. This property is an hint and the render engine can ignore this information.<br />
|-<br />
|'''scene.materials.<material name>.visibility.indirect.diffuse.enable''' || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.<br />
|-<br />
|'''scene.materials.<material name>.visibility.indirect.glossy.enable''' || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.<br />
|-<br />
|'''scene.materials.<material name>.visibility.indirect.specular.enable''' || bool || true || if this material is visible in indirect rays. This property is an hint and the render engine can ignore this information.<br />
|-<br />
|'''scene.materials.<material name>.bumpsamplingdistance''' || float || 0.001 || set the offset used to sample bump/normal mapping.<br />
|-<br />
|'''scene.materials.<material name>.volume.interior''' || string || vol1 || name of interior volume (for volume rendering)<br />
|-<br />
|'''scene.materials.<material name>.volume.exterior''' || string || vol2 || name of exterior volume (for volume rendering)<br />
|-<br />
|'''scene.materials.<material name>.id''' || int|| ... || material id<br />
|-<br />
|'''scene.materials.<material name>.transparency''' || texture || 1.0 || transparency of the material. 1 for opaque, 0 for fully transparent<br />
|-<br />
|'''scene.materials.<material name>.shadowcatcher.enable''' || bool || false || If true, the material will be transparent where hit by direct light and opaque otherwise (alpha transparency). Used for compositing.<br />
|}<br />
<br />
====Normal maps====<br />
Normal maps are set first as a texture type and then assigned to the material. For example:<br />
<br />
<blockquote><pre><br />
scene.textures.normmap.type = imagemap<br />
scene.textures.normmap.file = scenes/bump/normal.png<br />
<br />
scene.materials.mat_white.type = matte<br />
scene.materials.mat_white.kd = 0.8 0.8 0.8<br />
scene.materials.mat_white.normaltex = normmap<br />
</pre></blockquote><br />
<br />
====Light emission====<br />
<br />
All materials can emit light:<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.emission''' || texture || 0.0 0.0 0.0 || color of the emitted light<br />
|-<br />
|'''scene.materials.<material name>.emission.gain''' || spectrum || 1.0 1.0 1.0 || multiplier for lamp brigthness<br />
|-<br />
|'''scene.materials.<material name>.emission.power''' || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain<br />
|-<br />
|'''scene.materials.<material name>.emission.efficency''' || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain<br />
|-<br />
|'''scene.materials.<material name>.emission.mapfile''' || string || || the name of an optional image map that can be used to scale the emitted light<br />
|-<br />
|'''scene.materials.<material name>.emission.gamma''' || float || 2.2 || gamma value of the image map defined with .mapfile property<br />
|-<br />
|'''scene.materials.<material name>.emission.iesfile''' || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light<br />
|-<br />
|'''scene.materials.<material name>.emission.iesblob''' || blob || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob<br />
|-<br />
|'''scene.materials.<material name>.emission.flipz''' || bool || false || flip the IES profile along the Z axis<br />
|-<br />
|'''scene.materials.<material name>.emission.samples''' || int || -1 || the number of shadow ray to trace to compute direct light from this material. <br>This property is an hint and the render engine can ignore this information. -1 means use the default global value.<br />
|-<br />
|'''scene.materials.<material name>.emission.map.width''' || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size<br />
|-<br />
|'''scene.materials.<material name>.emission.map.height''' || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size<br />
|-<br />
|'''scene.materials.<material name>.emission.id''' || int || 0 || the radiance group the light emitted from this material is assigned to.<br />
|-<br />
|'''scene.materials.<material name>.emission.theta''' || float || 90.0 || How directional the light is emitted, set as the half-angle of the light source. Default is 90°.<br> Smaller values mean that more light is emitted in the direction of the face normals and less to the sides.<br />
|-<br />
|'''scene.materials.<material name>.emission.importance''' || float || 1.0 || A hint how often to sample this light source compared to other lights<br />
|}<br />
<br />
===Type: archglass===<br />
<br />
This material should be used to replace glass material of windows when rendering architectural interiors. It allows direct light to pass trough.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.type''' || string || "archglass" || type of material<br />
|-<br />
|'''scene.materials.<material name>.kr''' || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material<br />
|-<br />
|'''scene.materials.<material name>.kt''' || texture || 1.0 1.0 1.0 || texture or constant transmitted color of the material<br />
|-<br />
|'''scene.materials.<material name>.interiorior''' || texture || 1.5 || inside texture or constant index of refraction (only for volume-less rendering)<br />
|-<br />
|'''scene.materials.<material name>.exteriorior''' || texture || 1.0 || outside texture or constant index of refraction (only for volume-less rendering)<br />
|}<br />
<br />
===Type: carpaint===<br />
<br />
Car Paint is an advanced glossy material, simulating a diffuse surface with mutliple reflective coatings.<br />
<br />
The available presets for the carpaint material are:<br />
<br />
*"ford f8"<br />
*"polaris silber"<br />
*"opel titan"<br />
*"bmw339"<br />
*"2k acrylack"<br />
*"white"<br />
*"blue"<br />
*"blue matte"<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.type''' || string || "carpaint" || type of material<br />
|-<br />
|'''scene.materials.<material name>.preset''' || string || "ford f8" || one of the avilable presets<br />
|-<br />
|'''scene.materials.<material name>.ka''' || texture || 0.0 0.0 0.0 || absorption color<br />
|-<br />
|'''scene.materials.<material name>.d''' || texture || 0.0 || absorption depth<br />
|-<br />
|'''scene.materials.<material name>.kd''' || texture || 0.0 0.0 0.0 || diffuse color<br />
|-<br />
|'''scene.materials.<material name>.ks1''' || texture || 0.0 0.0 0.0 || specular color - layer 1<br />
|-<br />
|'''scene.materials.<material name>.ks2''' || texture || 0.0 0.0 0.0 || specular color - layer 2<br />
|-<br />
|'''scene.materials.<material name>.ks3''' || texture || 0.0 0.0 0.0 || specular color - layer 3<br />
|-<br />
|'''scene.materials.<material name>.r1''' || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 1<br />
|-<br />
|'''scene.materials.<material name>.r2''' || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 2<br />
|-<br />
|'''scene.materials.<material name>.r3''' || texture || 0.0 0.0 0.0 || fresnel effect strength - layer 3<br />
|-<br />
|'''scene.materials.<material name>.m1''' || texture || 0.0 0.0 0.0 || roughness - layer 1<br />
|-<br />
|'''scene.materials.<material name>.m2''' || texture || 0.0 0.0 0.0 || roughness - layer 2<br />
|-<br />
|'''scene.materials.<material name>.m3''' || texture || 0.0 0.0 0.0 || roughness - layer 3<br />
|}<br />
<br />
===Type: cloth===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.type''' || string || "cloth" || type of material<br />
|-<br />
|'''scene.materials.<material name>.preset''' || string || "denim" || denim, silk_charmeuse, silk_shantung, cotton_twill, wool_garbardine or polyester_lining_cloth<br />
|-<br />
|'''scene.materials.<material name>.weft_kd''' || texture || 0.5 0.5 0.5 || coefficient of diffuse reflection in one weave direction<br />
|-<br />
|'''scene.materials.<material name>.weft_ks''' || texture || 0.5 0.5 0.5 || coefficient of specular reflection in one weave direction<br />
|-<br />
|'''scene.materials.<material name>.warp_kd''' || texture || 0.5 0.5 0.5 || coefficient of diffuse reflection in the opposite weave direction<br />
|-<br />
|'''scene.materials.<material name>.warp_ks''' || texture || 0.5 0.5 0.5 || coefficient of specular reflection in the opposite weave direction<br />
|-<br />
|'''scene.materials.<material name>.repeat_u''' || float || 100.0 || thread count in the u direction<br />
|-<br />
|'''scene.materials.<material name>.repeat_v''' || float || 100.0 || thread count in the v direction<br />
|}<br />
<br />
===Type: glass===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.type''' || string || "glass" || type of material<br />
|-<br />
|'''scene.materials.<material name>.kr''' || texture || 1.0 || texture or constant reflected color of the material<br />
|-<br />
|'''scene.materials.<material name>.kt''' || texture || 1.0 || texture or constant transmitted color of the material<br />
|-<br />
|'''scene.materials.<material name>.interiorior''' || texture || 1.5 || inside texture or constant index of refraction (only for volume-less rendering)<br />
|-<br />
|'''scene.materials.<material name>.exteriorior''' || texture || 1.0 || outside texture or constant index of refraction (only for volume-less rendering)<br />
|-<br />
|'''scene.materials.<material name>.cauchyc''' || texture || 0.0 || if defined and > 0.0, enable dispersion. The value is the C term of the [https://en.wikipedia.org/wiki/Cauchy%27s_equation Cauchy's equation]<br />
|}<br />
<br />
===Type: glossy2===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.type''' || string || "glossy2" || type of material<br />
|-<br />
|'''scene.materials.<material name>.kd''' || texture || 0.5 0.5 0.5 || texture or constant diffuse color of the material<br />
|-<br />
|'''scene.materials.<material name>.ks''' || texture || 0.5 0.5 0.5 || texture or constant specular color of the material<br />
|-<br />
|'''scene.materials.<material name>.uroughness''' || texture || 0.1 || texture or constant roughness value along u coordinate of the material<br />
|-<br />
|'''scene.materials.<material name>.vroughness''' || texture || 0.1 || texture or constant roughness value along v coordinate of the material<br />
|-<br />
|'''scene.materials.<material name>.ka''' || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer<br />
|-<br />
|'''scene.materials.<material name>.d''' || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)<br />
|-<br />
|'''scene.materials.<material name>.index''' || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified<br />
|-<br />
|'''scene.materials.<material name>.multibounce''' || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface<br />
|}<br />
<br />
===Type: glossytranslucent===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.type''' || string || "glossytranslucent" || type of material<br />
|-<br />
|'''scene.materials.<material name>.kd''' || texture || 0.5 0.5 0.5 || texture or constant diffuse color of the material<br />
|-<br />
|'''scene.materials.<material name>.kt''' || texture || 0.5 0.5 0.5 || texture or constant transmission color of the material<br />
|-<br />
|'''scene.materials.<material name>.ks''' || texture || 0.5 0.5 0.5 || texture or constant specular color of the material<br />
|-<br />
|'''scene.materials.<material name>.ks_bf''' || texture || 0.5 0.5 0.5 || texture or constant backface specular color of the material<br />
|-<br />
|'''scene.materials.<material name>.uroughness''' || texture || 0.1 || texture or constant roughness value along u coordinate of the material<br />
|-<br />
|'''scene.materials.<material name>.uroughness_bf''' || texture || 0.1 || texture or constant backface roughness value along u coordinate of the material<br />
|-<br />
|'''scene.materials.<material name>.vroughness''' || texture || 0.1 || texture or constant roughness value along v coordinate of the material<br />
|-<br />
|'''scene.materials.<material name>.vroughness_bf''' || texture || 0.1 || texture or constant backface roughness value along v coordinate of the material<br />
|-<br />
|'''scene.materials.<material name>.ka''' || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer<br />
|-<br />
|'''scene.materials.<material name>.ka_bf''' || texture || 0.0 0.0 0.0 || texture or constant value of backface coefficient of absorption of the coating layer<br />
|-<br />
|'''scene.materials.<material name>.d''' || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)<br />
|-<br />
|'''scene.materials.<material name>.d_bf''' || texture || 0.0 || texture or constant value of the backface depth (thickness) of the coating layer for absorption effects. (0 = disables)<br />
|-<br />
|'''scene.materials.<material name>.index''' || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified<br />
|-<br />
|'''scene.materials.<material name>.index_bf''' || texture || 0.0 0.0 0.0 || IOR of the backface coating. IOR overrides color Ks if both are specified<br />
|-<br />
|'''scene.materials.<material name>.multibounce''' || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface<br />
|-<br />
|'''scene.materials.<material name>.multibounce_bf''' || bool || false || backface simulation of asperity (velvet-like reflection) on the glossy surface<br />
|}<br />
<br />
===Type: glossycoating===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.type''' || string || "glossycoating" || type of material<br />
|-<br />
|'''scene.materials.<material name>.base''' || string || || name of base material, the coating layer is added on top of this material<br />
|-<br />
|'''scene.materials.<material name>.ks''' || texture || 0.5 0.5 0.5 || texture or constant specular color of the material<br />
|-<br />
|'''scene.materials.<material name>.uroughness''' || texture || 0.1 || texture or constant roughness value along u coordinate of the material<br />
|-<br />
|'''scene.materials.<material name>.vroughness''' || texture || 0.1 || texture or constant roughness value along v coordinate of the material<br />
|-<br />
|'''scene.materials.<material name>.ka''' || texture || 0.0 0.0 0.0 || texture or constant value of coefficient of absorption of the coating layer<br />
|-<br />
|'''scene.materials.<material name>.d''' || texture || 0.0 || texture or constant value of the depth (thickness) of the coating layer for absorption effects. (0 = disables)<br />
|-<br />
|'''scene.materials.<material name>.index''' || texture || 0.0 0.0 0.0 || IOR of the coating. IOR overrides color Ks if both are specified<br />
|-<br />
|'''scene.materials.<material name>.multibounce''' || bool || false || simulation of asperity (velvet-like reflection) on the glossy surface<br />
|}<br />
<br />
===Type: matte===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.type''' || string || "matte" || type of material<br />
|-<br />
|'''scene.materials.<material name>.kd''' || texture || 0.75 0.75 0.75 || texture or constant color of the matte material<br />
|}<br />
<br />
===Type: mattetranslucent===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.type''' || string || "mattetranslucent" || type of material<br />
|-<br />
|'''scene.materials.<material name>.kr''' || texture || 0.5 0.5 0.5 || texture or constant reflected color of the material<br />
|-<br />
|'''scene.materials.<material name>.kt''' || texture || 0.5 0.5 0.5 || texture or constant transmitted color of the material<br />
|}<br />
<br />
===Type: metal2===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.type''' || string || "metal2" || type of material<br />
|-<br />
|'''scene.materials.<material name>.fresnel''' || fresnel texture || ... || [[#Type:_Fresnel_Textures | fresnel texture]]<br />
|-<br />
|'''scene.materials.<material name>.uroughness''' || texture || 0.1 || texture or constant roughness value along u coordinate of the material<br />
|-<br />
|'''scene.materials.<material name>.vroughness''' || texture || 0.1 || texture or constant roughness value along v coordinate of the material<br />
|-<br />
|'''scene.materials.<material name>.preset''' || string || "aluminium" || (DEPRECATED) "aluminium", "silver", "copper", "gold" or "amorphous carbon"<br />
|-<br />
|'''scene.materials.<material name>.n''' || texture || 0.5 0.5 0.5 || (DEPRECATED) texture or constant value. It can be used to directly define a fresnelapproxn texture on overwrite the .preset property<br />
|-<br />
|'''scene.materials.<material name>.k''' || texture || 0.5 0.5 0.5 || (DEPRECATED) texture or constant value. It can be used to directly define a fresnelapproxk texture on overwrite the .preset property<br />
|}<br />
<br />
===Type: mirror===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.type''' || string || "mirror" || type of material<br />
|-<br />
|'''scene.materials.<material name>.kr''' || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material<br />
|}<br />
<br />
===Type: mix===<br />
<br />
This material can be used to mix 2 other materials.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.type''' || string || "mix" || type of material<br />
|-<br />
|'''scene.materials.<material name>.material1''' || string || mat1 || name of another material<br />
|-<br />
|'''scene.materials.<material name>.material2''' || string || mat2 || name of another material<br />
|-<br />
|'''scene.materials.<material name>.amount''' || texture || 0.5 || texture or constant value used to mix the materials<br />
|}<br />
<br />
===Type: null===<br />
<br />
This is empty, not visible material. It can be combined by using mix material with others. It is often used in combination with the alpha channel of an image map to render leafs, etc.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.type''' || string || "null" || type of material<br />
|}<br />
<br />
===Type: roughglass===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.type''' || string || "roughglass" || type of material<br />
|-<br />
|'''scene.materials.<material name>.kr''' || texture || 1.0 1.0 1.0 || texture or constant reflected color of the material<br />
|-<br />
|'''scene.materials.<material name>.kt''' || texture || 1.0 1.0 1.0 || texture or constant transmitted color of the material<br />
|-<br />
|'''scene.materials.<material name>.interiorior''' || texture || 1.5 || inside texture or constant index of refraction<br />
|-<br />
|'''scene.materials.<material name>.exteriorior''' || texture || 1.0 || outside texture or constant index of refraction<br />
|-<br />
|'''scene.materials.<material name>.uroughness''' || texture || 0.1 || texture or constant roughness value along u coordinate of the material<br />
|-<br />
|'''scene.materials.<material name>.vroughness''' || texture || 0.1 || texture or constant roughness value along v coordinate of the material<br />
|}<br />
<br />
===Type: roughmatte===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.type''' || string || "roughmatte" || type of material<br />
|-<br />
|'''scene.materials.<material name>.kd''' || texture || 0.75 0.75 0.75 || texture or constant color of the roughmatte material<br />
|-<br />
|'''scene.materials.<material name>.sigma''' || texture || 0.0 || the sigma parameter in the Oren-Nayer shader in degrees. Zero for pure Lambertian reflection<br />
|}<br />
<br />
===Type: velvet===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.materials.<material name>.type''' || string || "velvet" || type of material<br />
|-<br />
|'''scene.materials.<material name>.kd''' || texture || 0.5 0.5 0.5 || color of the material's fuzz<br />
|-<br />
|'''scene.materials.<material name>.p1''' || texture || -2.0 || polynomial that influences the fuzz<br />
|-<br />
|'''scene.materials.<material name>.p2''' || texture || 20.0 || polynomial that influences the fuzz<br />
|-<br />
|'''scene.materials.<material name>.p3''' || texture || 2.0 || polynomial that influences the fuzz<br />
|-<br />
|'''scene.materials.<material name>.thickness''' || texture || 0.1 || height of the fuzz<br />
|}<br />
<br />
==Objects==<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.objects.<object name>.material''' || string || || type of object material<br />
|-<br />
|'''scene.objects.<object name>.shape''' || string || || name of [[#Shapes | shape]] with the triangle mesh description.Memory required to store the triangle mesh information is allocated only<br>once if 2 or more different objects share the same shape, use .transformation property and true instancing is enabled.<br />
|-<br />
|'''scene.objects.<object name>.ply''' || string || || '''(Deprecated, use .shape instead)''' name of [http://en.wikipedia.org/wiki/PLY_(file_format) PLY] file with the triangle mesh description.<br>Memory required to store the triangle mesh information is allocated only<br>once if 2 or more different objects share the same file, use .transformation property and true instancing is enabled.<br />
|-<br />
|'''scene.objects.<object name>.transformation''' || matrix 4x4 || 1.0 0.0 0.0 0.0<br/>0.0 1.0 0.0 0.0<br/>0.0 0.0 1.0 0.0<br/>0.0 0.0 0.0 1.0 || transformation matrix<br />
|-<br />
|'''scene.objects.<object name>.vertices''' || float || || This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.<br>It is a list of float values defining the vertices of the mesh (i.e. 3 coordinates for each vertex).<br />
|-<br />
|'''scene.objects.<object name>.faces''' || unsigned int || || This is an alternative syntax to using PLY file. It is an in-lined definition of the triangle mesh.<br>It is a list of unsigned int values defining the triangles of the mesh (i.e. 3 index of vertices for each triangle).<br />
|-<br />
|'''scene.objects.<object name>.id''' || unsigned int || || object ID<br />
|-<br />
|'''scene.objects.<object name>.camerainvisible''' || bool || false || toggle visibility for camera rays. If set to true, the object will not show up in camera rays, but it will still be visible in reflections, refractions, shadows, indirect light etc.<br />
|}<br />
<br />
===Object Motion Blur===<br />
<br />
LuxCore supports transformation motion blur for objects.<br />
Motion blur is enabled if an object has a motion system defined as described below.<br />
<br />
A motion system consists of steps (at least 2). Each step has a time (in seconds) and a transformation matrix of the object at this point in time.<br />
Step indices start at 0. The times have to be monotonic (each greater than the last).<br />
<br />
Note that the embree accelerator only supports a maximum of 129 time steps.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.objects.<object name>.motion.<step>.time''' || float || || time (in seconds) of the step<br />
|-<br />
|'''scene.objects.<object name>.motion.<step>.transformation''' || matrix 4x4 || 1.0 0.0 0.0 0.0<br/>0.0 1.0 0.0 0.0<br/>0.0 0.0 1.0 0.0<br/>0.0 0.0 0.0 1.0 || transformation matrix of the object at the given step<br />
|-<br />
|}<br />
<br />
==Shapes==<br />
<br />
<br />
===Type: mesh===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.shapes.<shape name>.type''' || string || "mesh" || mesh shape<br />
|-<br />
|'''scene.shapes.<shape name>.ply''' || string || ... || mesh path (e.g ''scenes/luxball/luxball-shell.ply'')<br />
|-<br />
|'''scene.shapes.<shape name>.appliedtransformation''' || Matrix4x4 || 1.0 0.0 0.0 0.0<br/>0.0 1.0 0.0 0.0<br/>0.0 0.0 1.0 0.0<br/>0.0 0.0 0.0 1.0|| transformation matrix applied to the mesh vertices. Used to define the local object reference space.<br />
|}<br />
<br />
===Type: inlinedmesh===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.shapes.<shape name>.type''' || string || "inlinedmesh" || inlinedmesh shape<br />
|-<br />
|'''scene.shapes.<shape name>.vertices''' || vector || ... || inlinedmesh vertices (e.g 0.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 0.0)<br />
|-<br />
|'''scene.shapes.<shape name>.faces''' || vector || ... || inlinedmesh faces (e.g 0 1 2)<br />
|-<br />
|'''scene.shapes.<shape name>.appliedtransformation''' || Matrix4x4 || 1.0 0.0 0.0 0.0<br/>0.0 1.0 0.0 0.0<br/>0.0 0.0 1.0 0.0<br/>0.0 0.0 0.0 1.0|| transformation matrix applied to the mesh vertices. Used to define the local object reference space.<br />
|}<br />
<br />
===Type: pointiness===<br />
<br />
Contains surface curvature information in vertex alpha channel.<br><br />
You can access this information in materials via a hitpointalpha texture.<br><br />
The values range from -1 to 1 (float).<br><br />
Values from -1 to 0 are concave, while values from 0 to 1 are convex.<br />
<br />
[[ Shape:_Pointiness | Examples ]]<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.shapes.<shape name>.type''' || string || "pointiness" || pointiness shape<br />
|-<br />
|'''scene.shapes.<shape name>.source''' || string || ... || pointiness source (a mesh shape)<br />
|}<br />
<br />
===Type: strands===<br />
<br />
Can be used for hair, fur, grass etc.<br><br />
Note that you need to define the camera before defining any strands shapes, because the tesselation process is viewpoint-dependent.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.shapes.<shape name>.type''' || string || "strands" || strands shape<br />
|-<br />
|'''scene.shapes.<shape name>.file''' || string || ... || strands file (''scenes/strands/straight.hair'')<br />
|}<br />
<br />
====Strands tessellation methods====<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.shapes.<shape name>.tessellation.type''' || string || "ribbon" || ribbon tessellation<br />
|-<br />
|'''scene.shapes.<shape name>.tessellation.usecameraposition''' || bool || 1 || use camera position<br />
|}<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.shapes.<shape name>.tessellation.type''' || string || "ribbonadaptive" || ribbon adaptive tessellation method<br />
|-<br />
|'''scene.shapes.<shape name>.tessellation.adaptative.maxdepth''' || unsigned int || 12 || max tessellation depth<br />
|-<br />
|'''scene.shapes.<shape name>.tessellation.adaptative.error ''' || float || 0.0075 || max tessellation error <br />
|}<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.shapes.<shape name>.tessellation.type''' || string || "solid" || solid tessellation method<br />
|-<br />
|'''scene.shapes.<shape name>.tessellation.solid.sidecount ''' || unsigned int || 12 || tessellation's side count<br />
|}<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.shapes.<shape name>.tessellation.type''' || string || "solidadaptive" || solidadaptive tessellation method<br />
|-<br />
|'''scene.shapes.<shape name>.tessellation.solidadaptive.sidecount ''' || unsigned int || 8 || tessellation's side count<br />
|-<br />
|'''scene.shapes.<shape name>.tessellation.solidadaptive.maxdepth''' || unsigned int || 16 || tessellation's max depth<br />
|-<br />
|'''scene.shapes.<shape name>.tessellation.solidadaptive.error''' || float || 0.05 || tessellation's max error<br />
|}<br />
<br />
==Light sources==<br />
<br />
Check [[Lighting|LuxCoreRender Lighting]] for an high level description and example of the light sources.<br />
<br />
===Common parameters===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.lights.<light name>.gain''' || spectrum || 1.0 1.0 1.0 || intensity of the light<br />
|-<br />
|'''scene.lights.<light name>.transformation''' || matrix 4x4 || 1.0 0.0 0.0 0.0<br/>0.0 1.0 0.0 0.0<br/>0.0 0.0 1.0 0.0<br/>0.0 0.0 0.0 1.0 || transformation matrix<br />
|-<br />
|'''scene.lights.<light name>.samples''' || int || -1 || the number of shadow ray to trace to compute direct light for this light source.<br>This property is an hint and the render engine can ignore this information. -1 means use the default global value.<br />
|-<br />
|'''scene.lights.<light name>.id''' || int || 0 || the radiance group the light emitted from this material is assigned to.<br />
<br />
|-<br />
|'''scene.lights.<light name>.importance''' || float || 1.0 || A hint how often to sample this light compared to other lights<br />
|}<br />
<br />
===Type: sun===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.lights.<light name>.type''' || string || "sun" || type of light<br />
|-<br />
|'''scene.lights.<light name>.turbidity''' || float || 2.2 || turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days<br />
|-<br />
|'''scene.lights.<light name>.relsize''' || float || 1.0 || relative size to the sun<br />
|-<br />
|'''scene.lights.<light name>.dir''' || vector || 0.0 0.0 1.0 || direction vector of the sun<br />
|-<br />
|'''scene.lights.<light name>.visibility.indirect.diffuse.enable''' || bool || true || if the light source is visible by indirect rays on diffuse surfaces.<br>This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.<br />
|-<br />
|'''scene.lights.<light name>.visibility.indirect.glossy.enable''' || bool || true || if the light source is visible by indirect rays on glossy surfaces.<br>This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.<br />
|-<br />
|'''scene.lights.<light name>.visibility.indirect.specular.enable''' || bool || true || if the light source is visible by indirect rays on specular surfaces.<br>This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.<br />
|}<br />
<br />
===Type: sky2===<br />
<br />
Hosek-Wilkie sky model.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.lights.<light name>.type''' || string || "sky2" || type of light<br />
|-<br />
|'''scene.lights.<light name>.turbidity''' || float || 2.2 || turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days<br />
|-<br />
|'''scene.lights.<light name>.dir''' || vector || 0.0 0.0 1.0 || direction vector of the sun<br />
|-<br />
|'''scene.lights.<light name>.gain''' || vector || ... || gain<br />
|-<br />
|'''scene.lights.<light name>.groundalbedo''' || vector || 0.5 0.5 0.5 || ground albedo<br />
|-<br />
|'''scene.lights.<light name>.visibility.indirect.diffuse.enable''' || bool || true || if the light source is visible by indirect rays on diffuse surfaces.<br>This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.<br />
|-<br />
|'''scene.lights.<light name>.visibility.indirect.glossy.enable''' || bool || true || if the light source is visible by indirect rays on glossy surfaces.<br>This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.<br />
|-<br />
|'''scene.lights.<light name>.visibility.indirect.specular.enable''' || bool || true || if the light source is visible by indirect rays on specular surfaces.<br>This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.<br />
|-<br />
|'''scene.lights.<light name>.ground.enable''' || bool || 1 || enable ground color<br />
|-<br />
|'''scene.lights.<light name>.ground.color''' || vector|| ... || RGB ground color<br />
|}<br />
<br />
===Type: infinite===<br />
<br />
Spherical lightsource surrounding the scene at infinite distance.<br><br />
Used for image based lighting (IBL) and HDR environment lighting if the file is a high dynamic range image.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.lights.<light name>.type''' || string || "infinite" || type of light<br />
|-<br />
|'''scene.lights.<light name>.file''' || string || "image.png" || filename of the environment map<br />
|-<br />
|'''scene.lights.<light name>.gamma''' || float || 2.2 || gamma correction used by the image map<br />
|-<br />
|'''scene.lights.<light name>.storage''' || string || "auto" || environment map storage type ("auto", "byte", "half" or "float")<br />
|-<br />
|'''scene.lights.<light name>.visibility.indirect.diffuse.enable''' || bool || true || if the light source is visible by indirect rays on diffuse surfaces.<br>This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.<br />
|-<br />
|'''scene.lights.<light name>.visibility.indirect.glossy.enable''' || bool || true || if the light source is visible by indirect rays on glossy surfaces.<br>This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.<br />
|-<br />
|'''scene.lights.<light name>.visibility.indirect.specular.enable''' || bool || true || if the light source is visible by indirect rays on specular surfaces.<br>This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.<br />
|-<br />
|'''scene.lights.<light name>.sampleupperhemisphereonly''' || bool || false || an option set to black the lower hemisphere. Mostly useful for shadow catchers.<br />
|}<br />
<br />
===Type: point===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.lights.<light name>.type''' || string || "point" || type of light<br />
|-<br />
|'''scene.lights.<light name>.position''' || point || 0.0 0.0 0.0 || position<br />
|-<br />
|'''scene.lights.<light name>.color''' || spectrum || 1.0 1.0 1.0 || color<br />
|-<br />
|'''scene.lights.<light name>.power''' || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain<br />
|-<br />
|'''scene.lights.<light name>.efficency''' || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain<br />
|}<br />
<br />
===Type: mappoint===<br />
<br />
Point light with support for IES files or image maps controlling the strength of light emitted.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.lights.<light name>.type''' || string || "mappoint" || type of light<br />
|-<br />
|'''scene.lights.<light name>.position''' || point || 0.0 0.0 0.0 || position<br />
|-<br />
|'''scene.lights.<light name>.color''' || spectrum || 1.0 1.0 1.0 || color<br />
|-<br />
|'''scene.lights.<light name>.power''' || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain<br />
|-<br />
|'''scene.lights.<light name>.efficency''' || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain<br />
|-<br />
|'''scene.lights.<light name>.mapfile''' || string || || the name of an optional image map that can be used to scale the emitted light<br />
|-<br />
|'''scene.lights.<light name>.gamma''' || float || 2.2 || gamma value of the image map defined with .mapfile property<br />
|-<br />
|'''scene.lights.<light name>.iesfile''' || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light and the render engine can ignore this information. -1 means use the default global value.<br />
|-<br />
|'''scene.lights.<light name>.iesblob''' || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob<br />
|-<br />
|'''scene.lights.<light name>.flipz''' || bool || false || flip the IES profile along the Z axis<br />
|-<br />
|'''scene.lights.<light name>.map.width''' || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size<br />
|-<br />
|'''scene.lights.<light name>.map.height''' || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size<br />
|}<br />
<br />
===Type: sphere===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.lights.<light name>.type''' || string || "sphere" || type of light<br />
|-<br />
|'''scene.lights.<light name>.position''' || point || 0.0 0.0 0.0 || position<br />
|-<br />
|'''scene.lights.<light name>.radius''' || float || 1.0 || position<br />
|-<br />
|'''scene.lights.<light name>.color''' || spectrum || 1.0 1.0 1.0 || color<br />
|-<br />
|'''scene.lights.<light name>.power''' || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain<br />
|-<br />
|'''scene.lights.<light name>.efficency''' || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain<br />
|}<br />
<br />
===Type: mapsphere===<br />
<br />
Sphere light with support for IES files or image maps controlling the strength of light emitted.<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.lights.<light name>.type''' || string || "mapsphere" || type of light<br />
|-<br />
|'''scene.lights.<light name>.position''' || point || 0.0 0.0 0.0 || position<br />
|-<br />
|'''scene.lights.<light name>.radius''' || float || 1.0 || position<br />
|-<br />
|'''scene.lights.<light name>.color''' || spectrum || 1.0 1.0 1.0 || color<br />
|-<br />
|'''scene.lights.<light name>.power''' || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain<br />
|-<br />
|'''scene.lights.<light name>.efficency''' || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain<br />
|-<br />
|'''scene.lights.<light name>.mapfile''' || string || || the name of an optional image map that can be used to scale the emitted light<br />
|-<br />
|'''scene.lights.<light name>.gamma''' || float || 2.2 || gamma value of the image map defined with .mapfile property<br />
|-<br />
|'''scene.lights.<light name>.iesfile''' || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light and the render engine can ignore this information. -1 means use the default global value.<br />
|-<br />
|'''scene.lights.<light name>.iesblob''' || string || || a [http://en.wikipedia.org/wiki/Illuminating_Engineering_Society_of_North_America IES] profile of emitted light embedded in a blob<br />
|-<br />
|'''scene.lights.<light name>.flipz''' || bool || false || flip the IES profile along the Z axis<br />
|-<br />
|'''scene.lights.<light name>.map.width''' || unsigned int || 0 || scale the image or IES map to the specified width. 0 means use the original size<br />
|-<br />
|'''scene.lights.<light name>.map.height''' || unsigned int || 0 || scale the image or IES map to the specified height. 0 means use the original size<br />
|}<br />
<br />
===Type: spot===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.lights.<light name>.type''' || string || "spot" || type of light<br />
|-<br />
|'''scene.lights.<light name>.position''' || point || 0.0 0.0 0.0 || position<br />
|-<br />
|'''scene.lights.<light name>.target''' || point || 0.0 0.0 1.0 || target<br />
|-<br />
|'''scene.lights.<light name>.color''' || spectrum || 1.0 1.0 1.0 || color<br />
|-<br />
|'''scene.lights.<light name>.power''' || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain<br />
|-<br />
|'''scene.lights.<light name>.efficency''' || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain<br />
|-<br />
|'''scene.lights.<light name>.coneangle''' || float || 30.0 || angle in degrees of the spotlight cone<br />
|-<br />
|'''scene.lights.<light name>.conedeltaangle''' || float || 5.0 || angle at which the spotlight intensity starts to fade from the edge<br />
|}<br />
<br />
===Type: projection===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.lights.<light name>.type''' || string || "projection" || type of light<br />
|-<br />
|'''scene.lights.<light name>.position''' || point || 0.0 0.0 0.0 || position<br />
|-<br />
|'''scene.lights.<light name>.target''' || point || 0.0 0.0 1.0 || target<br />
|-<br />
|'''scene.lights.<light name>.color''' || spectrum || 1.0 1.0 1.0 || color<br />
|-<br />
|'''scene.lights.<light name>.power''' || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain<br />
|-<br />
|'''scene.lights.<light name>.efficency''' || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy bypasses this feature and uses only the lamp gain<br />
|-<br />
|'''scene.lights.<light name>.fov''' || float || 45.0 || field of view in terms of angular spread along the shorter image axis<br />
|-<br />
|'''scene.lights.<light name>.mapfile''' || string || || filename of the image to project. If not specified, a constat light color will be used.<br />
|-<br />
|'''scene.lights.<light name>.gamma''' || float || 2.2 || gamma value of the image map defined with .mapfile property<br />
|}<br />
<br />
===Type: constantinfinite===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.lights.<light name>.type''' || string || "constantinfinite" || type of light<br />
|-<br />
|'''scene.lights.<light name>.color''' || spectrum || 1.0 1.0 1.0 || color<br />
|-<br />
|'''scene.lights.<light name>.visibility.indirect.diffuse.enable''' || bool || true || if the light source is visible by indirect rays on diffuse surfaces.<br>This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.<br />
|-<br />
|'''scene.lights.<light name>.visibility.indirect.glossy.enable''' || bool || true || if the light source is visible by indirect rays on glossy surfaces.<br>This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.<br />
|-<br />
|'''scene.lights.<light name>.visibility.indirect.specular.enable''' || bool || true || if the light source is visible by indirect rays on specular surfaces.<br>This is an hint and can be optional supported by the render engine. It can be used to remove fireflies.<br />
|}<br />
<br />
===Type: sharpdistant===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.lights.<light name>.type''' || string || "sharpdistant" || type of light<br />
|-<br />
|'''scene.lights.<light name>.color''' || spectrum || 1.0 1.0 1.0 || color<br />
|-<br />
|'''scene.lights.<light name>.direction''' || vector || 0.0 0.0 1.0 || direction<br />
|}<br />
<br />
===Type: distant===<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.lights.<light name>.type''' || string || "distant" || type of light<br />
|-<br />
|'''scene.lights.<light name>.color''' || spectrum || 1.0 1.0 1.0 || color<br />
|-<br />
|'''scene.lights.<light name>.direction''' || vector || 0.0 0.0 1.0 || direction<br />
|-<br />
|'''scene.lights.<light name>.theta''' || float || 10.0 || half angle of the light source in degree. Must be > 0 for soft shadows<br />
|}<br />
<br />
===Type: laser===<br />
<br />
A light source emitting parallel light rays (like sharpdistant light, but starting inside the scene instead of infinitely far away).<br />
<br />
{| class="wikitable" cellspacing="2"<br />
!Property name<br />
!Property type<br />
!Default value<br />
!Description<br />
|-<br />
|'''scene.lights.<light name>.type''' || string || "laser" || type of light<br />
|-<br />
|'''scene.lights.<light name>.position''' || point || 0.0 0.0 0.0 || position<br />
|-<br />
|'''scene.lights.<light name>.target''' || point || 0.0 0.0 1.0 || target<br />
|-<br />
|'''scene.lights.<light name>.color''' || spectrum || 1.0 1.0 1.0 || color<br />
|-<br />
|'''scene.lights.<light name>.power''' || float || 0.0 || lamp output power in watts. Setting 0 for both power and efficacy<br> bypasses this feature and uses only the lamp gain<br />
|-<br />
|'''scene.lights.<light name>.efficency''' || float || 0.0 || luminous efficacy in lumens/watt. Setting 0 for both power and efficacy<br> bypasses this feature and uses only the lamp gain<br />
|-<br />
|'''scene.lights.<light name>.radius''' || float || 0.01 || radius of the laser beam<br />
|}</div>Piitahttps://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Materials_Cloth&diff=1461LuxCoreRender Materials Cloth2019-04-19T18:41:27Z<p>Piita: </p>
<hr />
<div>[[file:Luxcore_materials_cloth.jpg|400px]]<br />
<br />
<br />
The Cloth material simulates a woven fabric. The model's parameters are too many to expose individually, but presets are available for typical fabrics such as denim, polyester cloth, wool and silk. The material is based on the PhD thesis [https://ecommons.cornell.edu/handle/1813/8331 "The Appearance of Woven Cloth"] by Piti Irawan. LuxCoreRender's implementation is an adaptation of the code in Wenzel Jakob's [http://www.mitsuba-renderer.org/ Mitsuba renderer], which was again based on code by Irawan.<br />
<br />
Important note: the object you are assigning this material to will have to be UV unwrapped for this material to work properly.<br />
<br />
== Options ==<br />
<br />
=== Preset Name ===<br />
<br />
Six presets with different stitch patterns are available. The ones below are rendered with the same diffuse and specular colors, but due to the different stitch patterns and specularity of the preset the look of the cloth varies. More advanced cloth materials can be created by using textures instead of solid colors on the diffuse and specular channels, and by mixing with other materials such as velvet or glossy translucent. <br />
<br />
<gallery mode="nolines" widths=250px heights=250px perrow=3><br />
Materials_cloth_denim_simcloth.jpg |Denim<br />
Materials_cloth_silk_charmeuse_simcloth.jpg |Silk Charmeuse<br />
Materials_cloth_cotton_twill_simcloth.jpg |Cotton Twill<br />
Materials_cloth_wool_gabardine_simcloth.jpg |Wool Gabardine<br />
Materials_cloth_polyester_lining_cloth_simcloth.jpg|Polyester Lining<br />
Materials_cloth_silk_shantung_simcloth.jpg |Silk Shantung<br />
</gallery><br />
<br />
<br />
<br />
=== Warp and Weft Diffuse Color===<br />
<br />
Diffuse base color of the [http://en.wikipedia.org/wiki/Warp_and_weft warp and weft] fibers.<br />
<br />
<br />
=== Warp and Weft Specular Color===<br />
<br />
Specular color of the warp and weft fibers.<br />
<br />
<br />
=== Repeat U and V ===<br />
<br />
Scale of the weave in U and V direction according to the UV unwrapping.<br />
<br />
<br />
=== Examples ===<br />
<br />
<br />
<gallery mode="nolines" widths=300px heights=300px perrow=3><br />
Materials_cloth_silk_shantung_with_textured_channels.jpg|Silk Chantung with textured diffuse and specular channels<br />
Materials cloth silk charmeuse with textured channels.jpg|Silk Charmeuse with textured diffuse and specular channels <br />
</gallery><br />
<br />
<br />
Back to [[LuxCoreRender_Materials|Materials]]</div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Materials_cloth_silk_shantung_with_textured_channels.jpg&diff=1460File:Materials cloth silk shantung with textured channels.jpg2019-04-19T18:27:42Z<p>Piita: </p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Materials_cloth_silk_charmeuse_with_textured_channels.jpg&diff=1459File:Materials cloth silk charmeuse with textured channels.jpg2019-04-19T18:27:26Z<p>Piita: </p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Materials_Car_Paint_Presets&diff=1457LuxCoreRender Materials Car Paint Presets2019-04-19T08:55:12Z<p>Piita: flipped M and R values to match with the order they are shown in blendluxcore</p>
<hr />
<div>These are the values used for the Car Paint presets<br />
<br />
{| class="wikitable"<br />
|Preset<br />
|Diffuse Color<br />
|Specular Color 1<br />
|R1<br />
|M1<br />
|Specular Color 2<br />
|R2<br />
|M2<br />
|Specular Color 3<br />
|R3<br />
|M3<br />
|-<br />
|[[file:Materials_car_paint_2k_akrylack.jpg|100px|2K Acrylack]]<br />
| .42, .32, .1 <br/>(Hex:AD9959)<br />
|0, 0, 0 <br/>(Hex:000000)<br />
|1<br />
|.88<br />
|.028, .026, .006<br/>(Hex:2F2D12)<br />
|.9<br />
|.8<br />
|.017, .0075, .0041<br/>(Hex:23140D)<br />
|.17<br />
|.015<br />
|-<br />
|[[file:Materials_car_paint_blue.jpg|100px|Blue]]<br />
|.0079, .023, .1<br/>(Hex:162A59)<br />
| .0011, .0015, .0019<br/>(Hex:040506)<br />
|1<br />
|.15<br />
|.025, .03, .043<br/>(Hex:2C303A)<br />
| .094<br />
|.043<br />
|.059, .074, .082<br/>(Hex:454D51)<br />
|.17<br />
|.02<br />
|-<br />
|[[file:Materials_car_paint_blue_matte.jpg|100px|Blue Matte]]<br />
|.0099, .036, .12<br/>(Hex:193561)<br />
| .0032, .0045, .0059<br/>(Hex:0B0E12)<br />
|1<br />
|.16<br />
|.18, .23, .28<br/>(Hex:768490)<br />
|.046<br />
|.075<br />
|.04, .049, .051<br/>(Hex:383F40)<br />
|.17<br />
|.034<br />
|-<br />
|[[file:Materials_car_paint_bmw339.jpg|100px|BMW 339]]<br />
|.012, .015, .016<br/>(Hex:1D2122)<br />
|.062, .076, .08<br/>(Hex:464E50)<br />
| .92<br />
| .39<br />
|.11, .12, .12<br/>(Hex:5D6161)<br />
|.87<br />
|.17<br />
| .0083, .015, .016<br/>(Hex:172122)<br />
| .9<br />
|.013<br />
|-<br />
|[[file:Materials_car_paint_fordf8.jpg|100px|Ford F8]]<br />
|.0012, .0015, .0018<br/>(Hex:040506)<br />
|.0049, .0076, .012<br/>(Hex:0F151D)<br />
| .15<br />
|.032<br />
|.01, .013, .018<br/>(Hex:191E24)<br />
|.087<br />
|.11<br />
|.007, .0065, .0077<br/>(Hex:141415)<br />
|.9<br />
|.013<br />
|-<br />
|[[file:Materials_car_paint_opel_titan.jpg|100px|Opel Titan]]<br />
| .011, .013, .015<br/>(Hex:1B1E21)<br />
|.057, .066, .078<br/>(Hex:44494F)<br />
|.85<br />
|.38<br />
| .1, .12, .13<br/>(Hex:596165)<br />
|.86<br />
| .17<br />
|.0095, .014, .016<br/>(Hex:191F22)<br />
|.9<br />
| .014<br />
|-<br />
|[[file:Materials_car_paint_polaris_silver.jpg|100px|Polaris Silver]]<br />
|.055, .063, .071<br/>(Hex:42474B)<br />
|.065, .082, .088<br/>(Hex:485154)<br />
|1<br />
| .38<br />
|.11, .13, .13<br/>(Hex:5D6565)<br />
|.92<br />
|.17<br />
| .008, .013, .015<br/>(Hex:161E21)<br />
|.9<br />
|.013<br />
|-<br />
|[[file:Materials_car_paint_white.jpg|100px|White]]<br />
| .61, .63, .55<br/>(Hex:CDD0C4)<br />
|.000003, .00031, .000001 <br/>(Hex:000100)<br />
|.049<br />
|1<br />
|.013, .011, .0083<br/>(Hex:1E1B17)<br />
|.45<br />
|.15<br />
|.049, .042, .037 <br/>(Hex:3F3A36)<br />
| .17<br />
|.015<br />
|-<br />
|}<br />
<br />
<br />
<br />
<!-- values copied from the carpaint paper pdf. <br />
<br />
'''2K Acrylack'''<br />
<br />
Diffuse Color: .42, .32, .1<br />
Specular Color 1: 0, 0, 0<br />
M1: .88<br />
R1: 1<br />
Specular Color 2: .028, .026, .006<br />
M2: .8<br />
R2: .9<br />
Specular Color 3: .017, .0075, .0041<br />
M3: .015<br />
R3: .17<br />
<br />
<br />
'''Blue Matte'''<br />
<br />
Diffuse Color: .0099, .036, .12<br />
Specular Color 1: .0032, .0045, .0059<br />
M1: .16<br />
R1: 1<br />
Specular Color 2: .18, .23, .28<br />
M2: .075<br />
R2: .046<br />
Specular Color 3: .04, .049, .051<br />
M3: .034<br />
R3: .17<br />
<br />
'''Blue'''<br />
<br />
Diffuse Color: .0079, .023, .1<br />
Specular Color 1: .0011, .0015, .0019<br />
M1: .15<br />
R1: 1<br />
Specular Color 2: .025, .03, .043<br />
M2: .043<br />
R2: .094<br />
Specular Color 3: .059, .074, .082<br />
M3: .02<br />
R3: .17<br />
<br />
'''BMW 339'''<br />
<br />
Diffuse Color: .012, .015, .016<br />
Specular Color 1: .062, .076, .08<br />
M1: .39<br />
R1: .92<br />
Specular Color 2: .11, .12, .12<br />
M2: .17<br />
R2: .87<br />
Specular Color 3: .0083, .015, .016<br />
M3: .013<br />
R3: .9<br />
<br />
'''Ford F8'''<br />
<br />
Diffuse Color: .0012, .0015, .0018<br />
Specular Color 1: .0049, .0076, .012<br />
M1: .032<br />
R1: .15<br />
Specular Color 2: .01, .013, .018<br />
M2: .11<br />
R2: .087<br />
Specular Color 3: .007, .0065, .0077<br />
M3: .013<br />
R3: .9<br />
<br />
'''Opel Titan'''<br />
<br />
Diffuse Color: .011, .013, .015<br />
Specular Color 1: .057, .066, .078<br />
M1: .38<br />
R1: .85<br />
Specular Color 2: .1, .12, .13<br />
M2: .17<br />
R2: .86<br />
Specular Color 3: .0095, .014, .016<br />
M3: .014<br />
R3: .9<br />
<br />
'''Polaris Silver'''<br />
<br />
Diffuse Color: .055, .063, .071<br />
Specular Color 1: .065, .082, .088<br />
M1: .38<br />
R1: 1<br />
Specular Color 2: .11, .13, .13<br />
M2: .17<br />
R2: .92<br />
Specular Color 3: .008, .013, .015<br />
M3: .013<br />
R3: .9<br />
<br />
'''White'''<br />
<br />
Diffuse Color: .61, .63, .55<br />
Specular Color 1: .0000026, .00031, .000000031 <br />
M1: 1<br />
R1: .049<br />
Specular Color 2: .013, .011, .0083<br />
M2: .15<br />
R2: .45<br />
Specular Color 3: .049, .042, .037 <br />
M3: .015<br />
R3: .17<br />
--></div>Piitahttps://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Materials_Cloth&diff=1455LuxCoreRender Materials Cloth2019-04-18T13:31:22Z<p>Piita: </p>
<hr />
<div>[[file:Luxcore_materials_cloth.jpg|400px]]<br />
<br />
<br />
The Cloth material simulates a woven fabric. The model's parameters are too many to expose individually, but presets are available for typical fabrics such as denim, polyester cloth, wool and silk. The material is based on the PhD thesis [https://ecommons.cornell.edu/handle/1813/8331 "The Appearance of Woven Cloth"] by Piti Irawan. LuxCoreRender's implementation is an adaptation of the code in Wenzel Jakob's [http://www.mitsuba-renderer.org/ Mitsuba renderer], which was again based on code by Irawan.<br />
<br />
Important note: the object you are assigning this material to will have to be UV unwrapped for this material to work properly.<br />
<br />
<!--<br />
Important note: the object you are assigning this material to will have to be assigned proper U and V texture coordinates for this material to work properly. This is typically done through the process known as UV unwrapping for polygon meshes, or computed analytically for primitives such as spheres, cylinders etc. --><br />
<br />
== Options ==<br />
<br />
=== Preset Name ===<br />
<br />
Six presets with different stitch patterns are available. The ones below are rendered with the same diffuse and specular colors, but due to the different stitch patterns and specularity of the preset the look of the cloth varies. More advanced cloth materials can be created by using textures instead of solid colors on the diffuse and specular channels, and by mixing with other materials such as velvet or glossy translucent. <br />
<br />
<gallery mode="nolines" widths=250px heights=250px perrow=3><br />
Materials_cloth_denim_simcloth.jpg |Denim<br />
Materials_cloth_silk_charmeuse_simcloth.jpg |Silk Charmeuse<br />
Materials_cloth_cotton_twill_simcloth.jpg |Cotton Twill<br />
Materials_cloth_wool_gabardine_simcloth.jpg |Wool Gabardine<br />
Materials_cloth_polyester_lining_cloth_simcloth.jpg|Polyester Lining<br />
Materials_cloth_silk_shantung_simcloth.jpg |Silk Shantung<br />
</gallery><br />
<br />
<br />
<br />
=== Warp and Weft Diffuse Color===<br />
<br />
Diffuse base color of the [http://en.wikipedia.org/wiki/Warp_and_weft warp and weft] fibers.<br />
<br />
<br />
=== Warp and Weft Specular Color===<br />
<br />
Specular color of the warp and weft fibers.<br />
<br />
<br />
=== Repeat U and V ===<br />
<br />
Scale of the weave in U and V direction according to the UV unwrapping.<br />
<br />
<br />
<br />
Back to [[LuxCoreRender_Materials|Materials]]</div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Materials_cloth_wool_gabardine_simcloth.jpg&diff=1454File:Materials cloth wool gabardine simcloth.jpg2019-04-18T12:55:17Z<p>Piita: </p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Materials_cloth_silk_shantung_simcloth.jpg&diff=1453File:Materials cloth silk shantung simcloth.jpg2019-04-18T12:55:06Z<p>Piita: </p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Materials_cloth_silk_charmeuse_simcloth.jpg&diff=1452File:Materials cloth silk charmeuse simcloth.jpg2019-04-18T12:54:55Z<p>Piita: </p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Materials_cloth_polyester_lining_cloth_simcloth.jpg&diff=1451File:Materials cloth polyester lining cloth simcloth.jpg2019-04-18T12:54:44Z<p>Piita: </p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Materials_cloth_denim_simcloth.jpg&diff=1450File:Materials cloth denim simcloth.jpg2019-04-18T12:54:27Z<p>Piita: </p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Materials_cloth_cotton_twill_simcloth.jpg&diff=1449File:Materials cloth cotton twill simcloth.jpg2019-04-18T12:54:06Z<p>Piita: </p>
<hr />
<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Materials_Cloth&diff=1448LuxCoreRender Materials Cloth2019-04-18T10:49:54Z<p>Piita: </p>
<hr />
<div>[[file:Luxcore_materials_cloth.jpg|400px]]<br />
<br />
<br />
The Cloth material simulates a woven fabric. The model's parameters are too many to expose individually, but presets are available for typical fabrics such as denim, polyester cloth, wool and silk. The material is based on the PhD thesis [https://ecommons.cornell.edu/handle/1813/8331 "The Appearance of Woven Cloth"] by Piti Irawan. LuxCoreRender's implementation is an adaptation of the code in Wenzel Jakob's [http://www.mitsuba-renderer.org/ Mitsuba renderer], which was again based on code by Irawan.<br />
<br />
Important note: the object you are assigning this material to will have to be UV unwrapped for this material to work properly.<br />
<br />
<!--<br />
Important note: the object you are assigning this material to will have to be assigned proper U and V texture coordinates for this material to work properly. This is typically done through the process known as UV unwrapping for polygon meshes, or computed analytically for primitives such as spheres, cylinders etc. --><br />
<br />
== Options ==<br />
<br />
=== Preset Name ===<br />
<br />
Several presets are available with different stitch patterns: denim, silk charmeuse, cotton twill, wool gabardine, polyester lining cloth and silk shantung.<br />
<br />
<br />
=== Warp and Weft Diffuse Color===<br />
<br />
Diffuse base color of the [http://en.wikipedia.org/wiki/Warp_and_weft warp and weft] fibers.<br />
<br />
<br />
=== Warp and Weft Specular Color===<br />
<br />
Specular color of the warp and weft fibers.<br />
<br />
<br />
=== Repeat U and V ===<br />
<br />
Scale of the weave in U and V direction according to the UV unwrapping.<br />
<br />
<br />
<br />
Back to [[LuxCoreRender_Materials|Materials]]</div>Piitahttps://wiki.luxcorerender.org/index.php?title=External_Resources&diff=394External Resources2017-12-29T08:53:16Z<p>Piita: </p>
<hr />
<div><br />
__TOC__<br />
<br />
<br />
==Textures==<br />
<br />
Always check the site's Terms of Use or FAQ for the license. As textures usually are a big part of a render, it's always recommended to mention where you got the texture from if you got it for free. If you plan to share the scene file, be very careful with the textures you use as some sites do not allow redistribution of their textures. Some sites do allow redistribution but only if the texture is not part of a texture pack and instead part of another project (your 3D scene). Always respect the license of a texture.<br />
<br />
<br />
{|class="wikitable"<br />
!style="width:200px; text-align:left"|Site Name<br />
!Requires Registration<br />
!style="vertical-align:middle; text-align:center"|Free / Paid Textures<br />
!style="vertical-align:middle; text-align:center"|Allows redistribution<br />
|-<br />
|[http://amazingtextures.com/textures/ Amazing textures] <br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.anniemation.com/textures/texture_overview.html Anniemation]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes but only if part of another project<br />
|-<br />
|[http://www.aversis.be/textures/textures-collections.htm Aversis]<br />
|style="text-align:center;"|Yes and no<br />
|style="text-align:center;"|Free for non-commercial use and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.bencloward.com/resources_textures.shtml Ben Cloward]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes<br />
|-<br />
|[http://www.burningwell.org Burning Well]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes. Public domain<br />
|-<br />
|[http://www.imageafter.com/ Image After] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes<br />
|-<br />
|[http://www.lughertexture.com/index.php Lugher Texture]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.openfootage.net/ Open footage] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|Yes<br />
|-<br />
|[http://www.plaintextures.com/ Plaintextures] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://sharecg.com/b/6/textures Share CG]<br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Varies<br />
|-<br />
|[http://texturebits.blogspot.com/ Texture bits]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|No<br />
|-<br />
|[https://www.textures.com/ Textures.com] <br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.textureking.com/ Texture king]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://texturez.com/ Texturez]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://texturemate.com/ TextureMate]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes, but not commercially<br />
|-<br />
|[http://www.tonytextures.com/free-photo-texture-gallery/ Tony Textures]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|}<br />
<br />
<br />
==Sky Maps==<br />
<br />
<br />
{|class="wikitable"<br />
!style=width:200px;text-align:left"|Site Name<br />
!Requires Registration<br />
!style="vertical-align:middle; text-align:center"|Free / Paid Images<br />
!style="vertical-align:middle; text-align:center"|Allows redistribution<br />
|-<br />
|[https://www.cgskies.com/ CGSkies] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://blenderartists.org/forum/showthread.php?t=24038 Collection at BlenderArtist] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes<br />
|-<br />
|}<br />
<br />
<br />
==High Dynamic Range Images (HDRIs)==<br />
<br />
<br />
{|class="wikitable"<br />
!style=width:200px;text-align:left"|Site Name<br />
!Requires Registration<br />
!style="vertical-align:middle; text-align:center"|Free / Paid Images<br />
!style="vertical-align:middle; text-align:center"|Allows redistribution<br />
|-<br />
|[http://www.aversis.be/hdri/hdri-free.htm Aversis] <br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://dativ.at/lightprobes/ Bernhard Vogl] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free for non-commercial<br />
|style="text-align:center;"| -<br />
|-<br />
|[http://www.evermotion.org/download Evermotion] <br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.hdrlabs.com/sibl/archive.html Hdr labs] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free for non-commercial<br />
|style="text-align:center;"|Yes<br />
|-<br />
|[http://gl.ict.usc.edu/Data/HighResProbes/ ICT USC graphics lab]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"| -<br />
|-<br />
|[http://www.openfootage.net/?cat=15 Open Footage]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Paid and free for non-commercial<br />
|style="text-align:center;"|Yes<br />
|-<br />
|zbyg.deviantart.com [http://zbyg.deviantart.com/art/HDRi-Pack-1-97402522 Set one], [http://zbyg.deviantart.com/art/HDRi-Pack-2-103458406 Set two], [http://zbyg.deviantart.com/art/HDRi-Pack-3-112847728 Set three]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes<br />
|-<br />
|}<br />
<br />
<br />
<!-- light probes only. currently not supported in luxcore<br />
|[http://www.debevec.org/Probes/ Paul Debevec]<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|[http://www.unparent.com/photos_probes.html Unparent]<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"| --><br />
<br />
<br />
==Models==<br />
<br />
{|class="wikitable"<br />
!style=width:200px;text-align:left"|Site Name<br />
!<br />
|-<br />
|[http://threedscans.com/ http://threedscans.com/] <br />
|style="text-align:center;"|3D scans of statues or sculpts. High poly and not UV unwrapped<br />
|-<br />
|[http://3dmdb.com/ http://3dmdb.com/]<br />
|style="text-align:center;"|3D model search engine<br />
|-<br />
|}<br />
<br />
<br />
==IES lighting files==<br />
<br />
This is a collection from a few lighting vendors. While these are mostly direct links to the IES downloads, it's probably a good idea to look at the lamp they are representing first so you know what result to expect.<br />
<br />
*[http://www.americanelectriclighting.com/Library/Photometry/default.asp?path=/American_Electric_Lighting Lamps From American Electric Lighting]<br><br />
*[http://www.lithonia.com/Photometrics.aspx Lamps from Lithonia Lighting]<br><br />
*[http://www.holophane.com/hlp_library/photometrics.asp Holophane Lighting]</div>Piitahttps://wiki.luxcorerender.org/index.php?title=External_Resources&diff=393External Resources2017-12-28T15:55:50Z<p>Piita: </p>
<hr />
<div><br />
__TOC__<br />
<br />
<br />
==Textures==<br />
<br />
This is a collection of texture sites. Always check their Terms of Use or FAQ for the license. As textures usually are a big part of a render, it's always recommended to mention where you got the texture from if you got it for free. If you plan to share the scene file, be very careful with the textures you use as some sites do not allow redistribution of their textures. Some sites do allow redistribution but only if the texture is not part of a texture pack and instead part of another project (your 3D scene). Always respect the license of a texture.<br />
<br />
<br />
{|class="wikitable"<br />
!style="width:200px; text-align:left"|Site Name<br />
!Requires Registration<br />
!style="vertical-align:middle; text-align:center"|Free / Paid Textures<br />
!style="vertical-align:middle; text-align:center"|Allows redistribution<br />
|-<br />
|[http://amazingtextures.com/textures/ Amazing textures] <br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.anniemation.com/textures/texture_overview.html Anniemation]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes but only if part of another project<br />
|-<br />
|[http://www.aversis.be/textures/textures-collections.htm Aversis]<br />
|style="text-align:center;"|Yes and no<br />
|style="text-align:center;"|Free for non-commercial use and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.bencloward.com/resources_textures.shtml Ben Cloward]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes<br />
|-<br />
|[http://www.burningwell.org Burning Well]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes. Public domain<br />
|-<br />
|[http://www.imageafter.com/ Image After] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes<br />
|-<br />
|[http://www.lughertexture.com/index.php Lugher Texture]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.openfootage.net/ Open footage] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|Yes<br />
|-<br />
|[http://www.plaintextures.com/ Plaintextures] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://sharecg.com/b/6/textures Share CG]<br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Varies<br />
|-<br />
|[http://texturebits.blogspot.com/ Texture bits]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|No<br />
|-<br />
|[https://www.textures.com/ Textures.com] <br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.textureking.com/ Texture king]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://texturez.com/ Texturez]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://texturemate.com/ TextureMate]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes, but not commercially<br />
|-<br />
|[http://www.tonytextures.com/free-photo-texture-gallery/ Tony Textures]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|}<br />
<br />
<br />
==Sky Maps==<br />
<br />
[https://www.textures.com/ Textures.com]<br />
-300+ skymaps and 20000+ textures<br />
<br />
[http://blenderartists.org/forum/showthread.php?t=24038&amp Free high res skymaps]<br />
<br />
==High Dynamic Range Images (HDRIs)==<br />
<br />
<br />
{|class="wikitable"<br />
!style=width:200px;text-align:left"|Site Name<br />
!Requires Registration<br />
!style="vertical-align:middle; text-align:center"|Free / Paid Images<br />
!style="vertical-align:middle; text-align:center"|Allows redistribution<br />
|-<br />
|[http://www.aversis.be/hdri/hdri-free.htm Aversis] <br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://dativ.at/lightprobes/ Bernhard Vogl] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free for non-commercial<br />
|style="text-align:center;"| -<br />
|-<br />
|[http://www.evermotion.org/download Evermotion] <br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.hdrlabs.com/sibl/archive.html Hdr labs] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free for non-commercial<br />
|style="text-align:center;"|Yes<br />
|-<br />
|[http://gl.ict.usc.edu/Data/HighResProbes/ ICT USC graphics lab]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"| -<br />
|-<br />
|[http://www.openfootage.net/?cat=15 Open Footage]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Paid and free for non-commercial<br />
|style="text-align:center;"|Yes<br />
|-<br />
|zbyg.deviantart.com [http://zbyg.deviantart.com/art/HDRi-Pack-1-97402522 Set one], [http://zbyg.deviantart.com/art/HDRi-Pack-2-103458406 Set two], [http://zbyg.deviantart.com/art/HDRi-Pack-3-112847728 Set three]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes<br />
|-<br />
|}<br />
<br />
<br />
<!-- light probes only. currently not supported in luxcore<br />
|[http://www.debevec.org/Probes/ Paul Debevec]<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|[http://www.unparent.com/photos_probes.html Unparent]<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"| --><br />
<br />
<br />
==Models==<br />
<br />
{|class="wikitable"<br />
!style=width:200px;text-align:left"|Site Name<br />
!<br />
!style="vertical-align:middle; text-align:center"| <br />
!style="vertical-align:middle; text-align:center"|<br />
|-<br />
|[http://threedscans.com/ http://threedscans.com/] <br />
|style="text-align:center;"|3D model search engine<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|[http://3dmdb.com/ http://3dmdb.com/]<br />
|style="text-align:center;"|3D scans of statues or sculpts. High poly and not UV unwrapped<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|}<br />
<br />
<br />
==IES lighting files==<br />
<br />
This is a collection from a few lighting vendors. Most of them are for outdoor lighting. While these are mostly direct links to the IES downloads, it's probably a good idea to look at the lamp they are representing first so you know what result to expect.<br />
<br />
[http://www.americanelectriclighting.com/Library/Photometry/default.asp?path=/American_Electric_Lighting Lamps From American Electric Lighting]<br><br />
[http://www.lithonia.com/Photometrics.aspx Lamps from Lithonia Lighting]<br><br />
[http://www.holophane.com/hlp_library/photometrics.asp Holophane Lighting]</div>Piitahttps://wiki.luxcorerender.org/index.php?title=External_Resources&diff=392External Resources2017-12-28T12:03:51Z<p>Piita: </p>
<hr />
<div><br />
__TOC__<br />
<br />
<br />
==Textures==<br />
<br />
This is a collection of texture sites. Always check their Terms of Use or FAQ for the license. As textures usually are a big part of a render, it's always recommended to mention where you got the texture from if you got it for free. If you plan to share the scene file, be very careful with the textures you use as some sites do not allow redistribution of their textures. Some sites do allow redistribution but only if the texture is not part of a texture pack and instead part of another project (your 3D scene). Always respect the license of a texture.<br />
<br />
<br />
{|class="wikitable"<br />
!style="width:200px; text-align:left"|Site Name<br />
!Requires Registration<br />
!style="vertical-align:middle; text-align:center"|Free / Paid Textures<br />
!style="vertical-align:middle; text-align:center"|Allows redistribution<br />
|-<br />
|[http://amazingtextures.com/textures/ Amazing textures] <br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.anniemation.com/textures/texture_overview.html Anniemation]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes but only if part of another project<br />
|-<br />
|[http://www.aversis.be/textures/textures-collections.htm Aversis]<br />
|style="text-align:center;"|Yes and no<br />
|style="text-align:center;"|Free for non-commercial use and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.bencloward.com/resources_textures.shtml Ben Cloward]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes<br />
|-<br />
|[http://www.burningwell.org Burning Well]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes. Public domain<br />
|-<br />
|[http://www.imageafter.com/ Image After] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes<br />
|-<br />
|[http://www.lughertexture.com/index.php Lugher Texture]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.openfootage.net/ Open footage] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|Yes<br />
|-<br />
|[http://www.plaintextures.com/ Plaintextures] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://sharecg.com/b/6/textures Share CG]<br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Varies<br />
|-<br />
|[http://texturebits.blogspot.com/ Texture bits]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|No<br />
|-<br />
|[https://www.textures.com/ Textures.com] <br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.textureking.com/ Texture king]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://texturez.com/ Texturez]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://texturemate.com/ TextureMate]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes, but not commercially<br />
|-<br />
|[http://www.tonytextures.com/free-photo-texture-gallery/ Tony Textures]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|}<br />
<br />
<br />
==Sky Maps==<br />
<br />
[https://www.textures.com/ Textures.com]<br />
-300+ skymaps and 20000+ textures<br />
<br />
[http://blenderartists.org/forum/showthread.php?t=24038&amp Free high res skymaps]<br />
<br />
==High Dynamic Range Images (HDRIs)==<br />
<br />
<br />
{|class="wikitable"<br />
!style=width:200px;text-align:left"|Site Name<br />
!Requires Registration<br />
!style="vertical-align:middle; text-align:center"|Free / Paid Images<br />
!style="vertical-align:middle; text-align:center"|Allows redistribution<br />
|-<br />
|[http://www.aversis.be/hdri/hdri-free.htm Aversis] <br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://dativ.at/lightprobes/ Bernhard Vogl] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free for non-commercial<br />
|style="text-align:center;"| -<br />
|-<br />
|[http://www.evermotion.org/download Evermotion] <br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.hdrlabs.com/sibl/archive.html Hdr labs] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free for non-commercial<br />
|style="text-align:center;"|Yes<br />
|-<br />
|[http://gl.ict.usc.edu/Data/HighResProbes/ ICt graphics lab]<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|[http://www.openfootage.net/?cat=15 Open Footage]<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|[http://www.debevec.org/Probes/ Paul Debevec]<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|[http://www.unparent.com/photos_probes.html Unparent]<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|zbyg.deviantart.com [http://zbyg.deviantart.com/art/HDRi-Pack-1-97402522 Set one], [http://zbyg.deviantart.com/art/HDRi-Pack-2-103458406 Set two], [http://zbyg.deviantart.com/art/HDRi-Pack-3-112847728 Set three]<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|}<br />
<br />
<br />
<br />
<!--<br />
[https://hdrihaven.com/ HDRI Haven]<br />
<br />
[http://www.aversis.be/hdri/hdri-free.htm Aversis]<br />
-A few free light probes<br />
<br />
[http://dativ.at/lightprobes/ Bernhard Vogl]<br />
-Lots of hdr panoramas<br />
<br />
[http://www.evermotion.org/download Evermotion]<br />
-Few hdr, few decent models<br />
<br />
[http://www.hdrlabs.com/sibl/archive.html Hdr labs]<br />
-Heaps of high res, high quality hdr panoramas here ''' RECOMMENDED '''<br />
<br />
[http://gl.ict.usc.edu/Data/HighResProbes/ ICt graphics lab]<br />
-A few hdr panoramas<br />
<br />
[http://www.openfootage.net/?cat=15 Open Footage]<br />
-Lots of high quality, huge res hdr panorams here ''' RECOMMENDED '''<br />
<br />
[http://www.debevec.org/Probes/ Paul Debevec]<br />
-Some high res low quality probes<br />
<br />
-High res Studio hdri : ''' RECOMMENDED '''<br />
*[http://zbyg.deviantart.com/art/HDRi-Pack-1-97402522 Set one]<br />
*[http://zbyg.deviantart.com/art/HDRi-Pack-2-103458406 Set two]<br />
*[http://zbyg.deviantart.com/art/HDRi-Pack-3-112847728 Set three]<br />
<br />
<br />
http://www.unparent.com/photos_probes.html<br />
- Lots of light probes here<br />
--><br />
<br />
<br />
[https://www.domeble.com/#/free]<br />
<br />
<br />
<br />
<br />
==Models==<br />
<br />
[http://threedscans.com/]<br />
[http://3dmdb.com/]<br />
<br />
<br />
==IES lighting files==<br />
<br />
This is a collection from a few lighting vendors. Most of them are for outdoor lighting. While these are mostly direct links to the IES downloads, it's probably a good idea to look at the lamp they are representing first so you know what result to expect.<br />
<br />
[http://www.americanelectriclighting.com/Library/Photometry/default.asp?path=/American_Electric_Lighting Lamps From American Electric Lighting]<br><br />
[http://www.lithonia.com/Photometrics.aspx Lamps from Lithonia Lighting]<br><br />
[http://www.holophane.com/hlp_library/photometrics.asp Holophane Lighting]</div>Piitahttps://wiki.luxcorerender.org/index.php?title=External_Resources&diff=391External Resources2017-12-28T09:58:37Z<p>Piita: </p>
<hr />
<div><br />
__TOC__<br />
<br />
<br />
==Textures==<br />
<br />
This is a collection of texture sites. Always check their Terms of Use or FAQ for the license. As textures usually are a big part of a render, it's always recommended to mention where you got the texture from if you got it for free. If you plan to share the scene file, be very careful with the textures you use as some sites do not allow redistribution of their textures. Some sites do allow redistribution but only if the texture is not part of a texture pack and instead part of another project (your 3D scene). Always respect the license of a texture.<br />
<br />
<br />
{|class="wikitable"<br />
!style="width:200px; text-align:left"|Site Name<br />
!Requires Registration<br />
!style="vertical-align:middle; text-align:center"|Free / Paid Textures<br />
!style="vertical-align:middle; text-align:center"|Allows redistribution<br />
|-<br />
|[http://amazingtextures.com/textures/ Amazing textures] <br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.anniemation.com/textures/texture_overview.html Anniemation]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes but only if part of another project<br />
|-<br />
|[http://www.bencloward.com/resources_textures.shtml Ben Cloward]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes<br />
|-<br />
|[http://www.burningwell.org Burning Well]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes. Public domain<br />
|-<br />
|[http://www.imageafter.com/ Image After] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes<br />
|-<br />
|[http://www.lughertexture.com/index.php Lugher Texture]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.openfootage.net/ Open footage] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|Yes<br />
|-<br />
|[http://www.plaintextures.com/ Plaintextures] <br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://sharecg.com/b/6/textures Share CG]<br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Varies<br />
|-<br />
|[http://texturebits.blogspot.com/ Texture bits]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|No<br />
|-<br />
|[https://www.textures.com/ Textures.com] <br />
|style="text-align:center;"|Yes<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://www.textureking.com/ Texture king]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://texturez.com/ Texturez]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|No<br />
|-<br />
|[http://texturemate.com/ TextureMate]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free<br />
|style="text-align:center;"|Yes, but not commercially<br />
|-<br />
|[http://www.tonytextures.com/free-photo-texture-gallery/ Tony Textures]<br />
|style="text-align:center;"|No<br />
|style="text-align:center;"|Free and paid<br />
|style="text-align:center;"|No<br />
|-<br />
|}<br />
<br />
<br />
==Sky Maps==<br />
<br />
[https://www.textures.com/ Textures.com]<br />
-300+ skymaps and 20000+ textures<br />
<br />
[http://blenderartists.org/forum/showthread.php?t=24038&amp Free high res skymaps]<br />
<br />
==High Dynamic Range Images (HDRIs)==<br />
<br />
<br />
{|class="wikitable"<br />
!style=width:200px;text-align:left"|Site Name<br />
!Requires Registration<br />
!style="vertical-align:middle; text-align:center"|Free / Paid Images<br />
!style="vertical-align:middle; text-align:center"|Allows redistribution<br />
|-<br />
|[http://www.aversis.be/hdri/hdri-free.htm Aversis] <br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|[http://dativ.at/lightprobes/ Bernhard Vogl] <br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|[http://www.evermotion.org/download Evermotion] <br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|[http://www.hdrlabs.com/sibl/archive.html Hdr labs] <br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|[http://gl.ict.usc.edu/Data/HighResProbes/ ICt graphics lab]<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|[http://www.openfootage.net/?cat=15 Open Footage]<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|[http://www.debevec.org/Probes/ Paul Debevec]<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|[http://www.unparent.com/photos_probes.html Unparent]<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|zbyg.deviantart.com [http://zbyg.deviantart.com/art/HDRi-Pack-1-97402522 Set one], [http://zbyg.deviantart.com/art/HDRi-Pack-2-103458406 Set two], [http://zbyg.deviantart.com/art/HDRi-Pack-3-112847728 Set three]<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|style="text-align:center;"|<br />
|-<br />
|}<br />
<br />
<br />
<br />
<br />
[https://hdrihaven.com/ HDRI Haven]<br />
<br />
[http://www.aversis.be/hdri/hdri-free.htm Aversis]<br />
-A few free light probes<br />
<br />
[http://dativ.at/lightprobes/ Bernhard Vogl]<br />
-Lots of hdr panoramas<br />
<br />
[http://www.evermotion.org/download Evermotion]<br />
-Few hdr, few decent models<br />
<br />
[http://www.hdrlabs.com/sibl/archive.html Hdr labs]<br />
-Heaps of high res, high quality hdr panoramas here ''' RECOMMENDED '''<br />
<br />
[http://gl.ict.usc.edu/Data/HighResProbes/ ICt graphics lab]<br />
-A few hdr panoramas<br />
<br />
[http://www.openfootage.net/?cat=15 Open Footage]<br />
-Lots of high quality, huge res hdr panorams here ''' RECOMMENDED '''<br />
<br />
[http://www.debevec.org/Probes/ Paul Debevec]<br />
-Some high res low quality probes<br />
<br />
-High res Studio hdri : ''' RECOMMENDED '''<br />
*[http://zbyg.deviantart.com/art/HDRi-Pack-1-97402522 Set one]<br />
*[http://zbyg.deviantart.com/art/HDRi-Pack-2-103458406 Set two]<br />
*[http://zbyg.deviantart.com/art/HDRi-Pack-3-112847728 Set three]<br />
<br />
<br />
http://www.unparent.com/photos_probes.html<br />
- Lots of light probes here<br />
<br />
==IES lighting files==<br />
<br />
This is a collection from a few lighting vendors. Most of them are for outdoor lighting. While these are mostly direct links to the IES downloads, it's probably a good idea to look at the lamp they are representing first so you know what result to expect.<br />
<br />
[http://www.americanelectriclighting.com/Library/Photometry/default.asp?path=/American_Electric_Lighting Lamps From American Electric Lighting]<br><br />
[http://www.lithonia.com/Photometrics.aspx Lamps from Lithonia Lighting]<br><br />
[http://www.holophane.com/hlp_library/photometrics.asp Holophane Lighting]</div>Piitahttps://wiki.luxcorerender.org/index.php?title=Lighting&diff=390Lighting2017-12-27T17:17:18Z<p>Piita: </p>
<hr />
<div><br />
===Area Lights and Mesh Lights=== <br />
<br />
The most common way of lighting in LuxCoreRender is by using area lights. With this light you are able to simulate a wide range of lighting. It supports common settings such as power and color but also spread angle, opacity and laser. <br />
<br />
Another common way is by using mesh lights. This type of light supports the same features as area lights, except laser, but also features textured lighting. As mesh lights are objects, you can assign an entire object to emit light, such as the tungsten filament in a light bulb or halogen bulb. In general, it's advised to use mesh lights with as few faces as possible to keep render times down.<br />
<br />
Objects only emit light in the direction that the normals of the object's faces are pointing.<br />
<br />
<br />
===Environment Lighting===<br />
[[file:Lighting_environment_light.jpg|left|thumb|250px|Mirror material lit by a hemi lamp]] <br />
Environment lighting encloses the scene entirely, lighting it from all angles. It is normally used for environment mapping, although it can also be used to add a solid color environment. The hemi lamp is used for this type of lighting and it accepts latlong environment maps.<br />
<br />
Environment lighting is usually done with HDR(high dynamic range) images but it is possible to use low dynamic range images (like JPG or PNG) as well, but in this case you may want to add some additional lighting to your scene to avoid getting a poorly contrast render. This is not necessary with HDR environment maps, which can be used as the only source of light to create a realistic lighting. Note that the hemi lamp's location in the scene does not matter, only its rotation.<br />
<br />
<!--When using environment maps, using a gamma value of 1.0 (instead of the usual 2.2) is recommended. The exception to this is if you want the environment to look exactly like the map itself did in your image editor. This is probably not the case if you are using an actual HDR map.<br />
--><br />
The [[External Resources|External Resources]] page has some links to sites that offer free and quality HDR's. Also a simple web search for "hdri maps" or "hdr maps" will give a lot of results. You can also create your own hdri maps with LuxCoreRender by using the [[LuxCoreRender_Cameras|environment/panorama camera.]]<br />
<br />
For more information on environment mapping, see the [[Environment_map|Environment map]] page<br />
<br clear="all"/><br />
<br />
===Sun and Sky===<br />
<br />
The sun and sky light creates a lighting setup that simulates the light of the sun and atmosphere, based on the direction of a sun light in the scene and a parameter named ''turbidity'' which defines the clearness of the sky. Both the sun angle and the sky clearness influence the color of the light.<br />
<br />
Note that the sun lamp is very bright (as it is in real life) so you may have to turn the Gain way down if you have other lights in the scene. The other lights may look like they are not even emitting, but they are actually overpowered by the sun. It is possible to use this light with sun only, sky only, or the default sun+sky. If you want softer shadows try adjusting the relative sun size parameter.<br/><br />
Note that the sun lamp's location in the scene does not matter, only its rotation. <br />
<br />
<gallery mode="nolines" widths=250 heights=250><br />
Lighting_sun_angle_1.jpg|Sun lamp angle 1<br />
Lighting_sun_angle_2.jpg|Sun lamp angle 2<br />
Lighting_sun_angle_2_+_higher_turbidity.jpg|Sun lamp angle 2 and higher turbidity<br />
<br />
</gallery><br />
<br />
===Point Lights===<br />
Point lights are infinitely small light sources that emit light in all directions. In most cases, it's recommended to use only mesh/area lights and environmental lighting for your scene, rather than point or spot lights. This is because the point and spot lights have no real world equivalent as the light source is an infinitely small point. As a result, they tend to produce unnaturally hard lighting and sharp shadows. <br />
<br />
<br />
===Spot Lights===<br />
Spot lights are infinitely small lights that emit light in a cone shape. Apart from color and location, the width of the cone can be set (as the number of degrees of the center line it will extend), and there is a setting to feather the intensity towards the edge.<br />
<br />
As with the point lights, it's recommended to use only mesh/area lights and environmental lighting. This is because the point and spot lights have no real world equivalent as the light source is an infinitely small point. <br />
<br />
<br />
'''Projector'''<br />
<br />
Both point lights and spot lights can distribute their light and color according to an image. With spot lights, this results in an effect like something being projected from a diapositive projector or beamer. With point lights, the image map is spherically mapped. <-- check if this works in luxcore<br />
<br />
<br />
===IES data===<br />
With the help of IES files you can get the light distribution pattern of a real light fixture. This will keep render times down as you don't need a reflector or glass material to replicate the pattern. The renders below were lit with the same area light, only with different IES files. Area lights, spot and point lights supports IES files. Some links to available IES files can be found on the [[External Resources#IES lighting files|external resources page]] and more information about IES files and how to create your own can be found here: [[Lighting_With_IES_Files]]<br />
<br />
<gallery mode="nolines" widths=200px heights=200px><br />
Lighting_IES_example_1.jpg<br />
Lighting_IES_example_4.jpg<br />
Lighting_IES_example_2.jpg<br />
Lighting_IES_example_3.jpg<br />
<br />
</gallery><br />
<br />
<br clear="all" /><br />
<br />
<!--<br />
===Color and Spectrum===<br />
LuxRender calculates light colors using actual spectral data (is that true for luxcore too? ). When using an RGB color as input, LuxRender will generate a physically plausible spectrum based on the desired color. The implementation is based on a [http://www.cs.utah.edu/~bes/papers/color/ paper by Brian Smits].<br />
<br />
However, you can also define a spectrum for the light source in a variety of ways, using spectrum textures. For more information, see [[LuxCoreRender Textures Spectrum]]<br />
<br />
--><br />
<br />
[[LuxCoreRender User%27s Manual|Back to LuxCoreRender User's Manual]]</div>Piitahttps://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Cameras&diff=389LuxCoreRender Cameras2017-12-27T17:08:46Z<p>Piita: </p>
<hr />
<div><br />
==Perspective Camera==<br />
The perspective camera is a camera type that is similar to cameras in most 3D packages: it creates a perspective image out of a three dimensional scene.<br />
<br />
<br />
'''Field of View'''<br />
<br />
The value for field of view indicates the angle between the camera and the leftmost and rightmost visible points in the scene (or the top- and bottommost points, if the image is vertical). The exporter normally gets this information from the selected camera in the scene, but the value can be overridden.<br />
<br />
<br />
'''Depth of Field'''<br />
<br />
Depth of field indicates how sharp or blurred objects that are not in focus will appear. In LuxCoreRender this works in the same way as a real camera, by setting the f-stop value. A smaller f-stop creates a more shallow(blurred) depth of field. <br />
<br />
Focus distance is the distance between the camera and the focal point, the point in the scene that will be in focus. You can either use an object or a distance to set the focus distance. An easy way to use this feature is to create an Empty object, and use that as focal point. You can use any mesh object but keep in mind that it's the object ''origin'' that will mark the focal point, and that is not necessarily on the surface of the object.<br />
<!-- Bokeh Not supported yet in luxcore<br />
LuxCoreRender allows for some modifications to the distribution of light across the focus disk or [http://en.wikipedia.org/wiki/Circle_of_confusion circle of confusion]. The distribution and quality of this light is generally called [http://en.wikipedia.org/wiki/Bokeh bokeh]. This is achieved through the blade number and distribution parameters. Blade number is the number of blades that make up the iris of a lens. A blade number of zero simulates an infinite blade number of a perfect circle, and will result in bokeh disks that are circular. Almost all lenses, when wide open, have their blades concealed behind a circular disk in the lens, and thus are circular, but at any other f-stop, the light traveling through the lens is exposed to the blades, and their number and shape will be revealed by the shape of the bokeh disks in the image. More expensive lenses traditionally have more blades, eight or more, while cheaper lenses average six. As no lens distributes light uniformly across the focus disk, some non-uniformity is desirable for photo-realistic imaging. Refer to the images below for a starting point for these parameters. --><br />
<br />
<br />
'''Shutter'''<br />
<br />
The shutteropen and shutterclose entries in the .lxs file are typically used for [[Motion Blur]].<br />
<br />
<br />
'''Lens Shift'''<br />
<br />
A [http://en.wikipedia.org/wiki/Perspective_correction_lens shift lens] is a lens that can move the position of the horizon up or down without introducing perspective distortion in the vertical direction. Amongst others, this can be useful for architectural perspectives where most of the subject is above the horizon.<br />
<br />
The unit of measurement for lens shift is the size (either horizontal or vertical, depending which of the two is biggest) of the image. For example, using a horizontal value of 0.5 will result in an image whose left edge is straight in front of the camera.<br />
<br />
<br />
'''Clipping'''<br />
<br />
Camera clipping hides part of the scene, based on the distance to the camera. The two settings, ''Start'' and ''End'' mark the visible area. Anything outside will be invisible to the camera. The geometry that is hidden by the clipping is still taken into account for the lighting calculations.<br />
<br />
<br />
==Orthographic Camera==<br />
The orthographic camera creates an orthographic projection of the scene. This can be used to create straight projections (like a top view or a frontal view) and [http://en.wikipedia.org/wiki/Axonometric_projection axonometric projections].<br />
<br />
<br />
'''Scale'''<br />
<br />
The scale number indicates how many model units fit in image. For example, at a scale of one, one model unit will fit exactly in the width of the image (or the height, in case the height is bigger).<br />
<br />
<br />
==Environment Camera==<br />
The environment/panorama camera creates a 360 degree image from the current camera position. If the camera is completely horizontal, this results in a panoramic image. Amongst others, this can be used to create high dynamic range environment images for image based lighting.</div>Piitahttps://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Cameras&diff=388LuxCoreRender Cameras2017-12-27T11:19:05Z<p>Piita: </p>
<hr />
<div><br />
==Perspective Camera==<br />
The perspective camera is a camera type that is similar to cameras in most 3D packages: it creates a perspective image out of a three dimensional scene.<br />
<br />
<br />
'''Field of View'''<br />
<br />
The value for field of view indicates the angle between the camera and the leftmost and rightmost visible points in the scene (or the top- and bottommost points, if the image is vertical). The exporter normally gets this information from the selected camera in the scene, but the value can be overridden.<br />
<br />
<br />
'''Depth of Field'''<br />
<br />
Depth of field indicates how sharp or blurred objects that are not in focus will appear. In LuxCoreRender this works in the same way as a real camera, by setting the f-stop value. A smaller f-stop creates a more shallow(blurred) depth of field. <br />
<br />
Focus distance is the distance between the camera and the focal point, the point in the scene that will be in focus. You can either use an object or a distance to set the focus distance. An easy way to use this feature is to create an Empty object, and use that as focal point. You can use any mesh object but keep in mind that it's the object ''origin'' that will mark the focal point, and that is not necessarily on the surface of the object.<br />
<!-- Bokeh Not supported yet in luxcore<br />
LuxCoreRender allows for some modifications to the distribution of light across the focus disk or [http://en.wikipedia.org/wiki/Circle_of_confusion circle of confusion]. The distribution and quality of this light is generally called [http://en.wikipedia.org/wiki/Bokeh bokeh]. This is achieved through the blade number and distribution parameters. Blade number is the number of blades that make up the iris of a lens. A blade number of zero simulates an infinite blade number of a perfect circle, and will result in bokeh disks that are circular. Almost all lenses, when wide open, have their blades concealed behind a circular disk in the lens, and thus are circular, but at any other f-stop, the light traveling through the lens is exposed to the blades, and their number and shape will be revealed by the shape of the bokeh disks in the image. More expensive lenses traditionally have more blades, eight or more, while cheaper lenses average six. As no lens distributes light uniformly across the focus disk, some non-uniformity is desirable for photo-realistic imaging. Refer to the images below for a starting point for these parameters. --><br />
<br />
<br />
'''Shutter'''<br />
<br />
The shutteropen and shutterclose entries in the .lxs file are typically used for [[Motion Blur]].<br />
<br />
<br />
'''Lens Shift'''<br />
<br />
A [http://en.wikipedia.org/wiki/Perspective_correction_lens shift lens] is a lens that can move the position of the horizon up or down without introducing perspective distortion in the vertical direction. Amongst others, this can be useful for architectural perspectives where most of the subject is above the horizon.<br />
<br />
The unit of measurement for lens shift is the size (either horizontal or vertical, depending which of the two is biggest) of the image. For example, using a horizontal value of 0.5 will result in an image whose left edge is straight in front of the camera.<br />
<br />
<br />
'''Clipping'''<br />
<br />
Camera clipping hides part of the scene, based on the distance to the camera. The two settings, ''Start'' and ''End'' mark the visible area. Anything outside will be invisible to the camera. The geometry that is hidden by the clipping is still taken into account for the lighting calculations.<br />
<br />
<br />
==Orthographic Camera==<br />
The orthographic camera creates an orthographic projection of the scene. This can be used to create straight projections (like a top view or a frontal view) and [http://en.wikipedia.org/wiki/Axonometric_projection axonometric projections].<br />
<br />
<br />
'''Scale'''<br />
<br />
The scale number indicates how many model units fit in image. For example, at a scale of one, one model unit will fit exactly in the width of the image (or the height, in case the height is bigger).<br />
<br />
<br />
====Clipping / Depth of Field / Focus Distance / Shutter / Lens Shift====<br />
These settings work the same way as the ''perspective camera'' settings.<br />
<br />
===Environment Camera===<br />
The environment camera creates a 360 degree image from the current camera position. If the camera is completely horizontal, this results in a panoramic image. Amongst others, this can be used to create high dynamic range environment images for image based lighting.<br />
[[Image:Environmentcamera.jpg|frame|left|rendering generated with an environment camera]]<br clear="all" /><br />
====Clipping / Focus Distance / Shutter====<br />
These settings work the same way as the ''perspective camera'' settings.</div>Piitahttps://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Light_Groups&diff=366LuxCoreRender Light Groups2017-12-25T20:19:52Z<p>Piita: </p>
<hr />
<div>Light groups is a feature that can greatly help you composite and evaluate the lighting in your scene. It allows you to bundle one or more light sources into groups and change their intensity and color during the rendering process.<br />
<br />
Light groups are intended to help setting up the right mix of lights, but for any final renderings it is advisable to adjust the light intensity values correctly before starting the rendering. The reason for this is that LuxCoreRender bases the importance of the various light sources on their initial brightness. If a light source is boosted a lot, this will increase the noise level in the image. Also adjustments to the light color are an approximation and setting the color right from the beginning will result in a more accurate rendering.<br />
<br />
To use light groups you first create the new groups in the exporter and then assign the light objects (or mesh lights) to their respective groups. In the example shown below, we have a scene with lights from the sun, TV and some incandescent lamps, assigned to the groups "sun", "tv" and "spots". Assigning every light to a separate group is not required, as any light that is not assigned will be assigned automatically to the default light group.<br />
<br />
==Settings==<br />
<br />
'''Gain:''' This controls the intensity of the lights in the current light group. Note that the Gain value does not control the actual light intensities in the scene; it simply controls how much of the lights in this group contribute to the render. That is increasing the Gain value will make the already rendered samples of that light brighter, but it will not make the light reach further away from the source. <!-- explain this better --><br />
<br />
'''Color:''' This modifies the color of the light. Note that this is a multiplier. <br />
<br />
'''Temperature:''' This modifies the color of the light based on temperature values. This is also multiplied to the original color of the light.</div>Piitahttps://wiki.luxcorerender.org/index.php?title=Lighting&diff=365Lighting2017-12-25T19:32:39Z<p>Piita: </p>
<hr />
<div><br />
===Area Lights and Mesh Lights=== <br />
<br />
The most common way of lighting in LuxCoreRender is by using area lights. With this light you are able to simulate a wide range of lighting. It supports common settings such as power and color but also spread angle, opacity and laser. <br />
<br />
Another common way is by using mesh lights. This type of light supports the same features as area lights, except laser, but also features textured lighting. As mesh lights are objects, you can assign an entire object to emit light, such as the tungsten filament in a light bulb or halogen bulb. In general, it's advised to use mesh lights with as few faces as possible to keep render times down.<br />
<br />
Objects only emit light in the direction that the normals of the object's faces are pointing.<br />
<br />
<br />
===Environment Lighting===<br />
[[file:Lighting_environment_light.jpg|left|thumb|250px|Mirror material lit by a hemi lamp]] <br />
Environment lighting encloses the scene entirely, lighting it from all angles. It is normally used for environment mapping, although it can also be used to add a solid color environment. The hemi lamp is used for this type of lighting and it accepts latlong environment maps.<br />
<br />
Environment lighting is usually done with HDR(high dynamic range) images but it is possible to use low dynamic range images (like JPG or PNG) as well, but in this case you may want to add some additional lighting to your scene to avoid getting a poorly contrast render. This is not necessary with HDR environment maps, which can be used as the only source of light to create a realistic lighting. Note that the hemi lamp's location in the scene does not matter, only its rotation.<br />
<br />
<!--When using environment maps, using a gamma value of 1.0 (instead of the usual 2.2) is recommended. The exception to this is if you want the environment to look exactly like the map itself did in your image editor. This is probably not the case if you are using an actual HDR map.<br />
--><br />
The [[External Resources|External Resources]] page has some links to sites that offer free and quality HDR's. Also a simple web search for "hdri maps" or "hdr maps" will give a lot of results. You can also create your own hdri maps with LuxCoreRender by using the panorama camera.<br />
<br />
For more information on environment mapping, see the [[Environment_map|Environment map]] page<br />
<br clear="all"/><br />
<br />
===Sun and Sky===<br />
<br />
The sun and sky light creates a lighting setup that simulates the light of the sun and atmosphere, based on the direction of a sun light in the scene and a parameter named ''turbidity'' which defines the clearness of the sky. Both the sun angle and the sky clearness influence the color of the light.<br />
<br />
Note that the sun lamp is very bright (as it is in real life) so you may have to turn the Gain way down if you have other lights in the scene. The other lights may look like they are not even emitting, but they are actually overpowered by the sun. It is possible to use this light with sun only, sky only, or the default sun+sky. If you want softer shadows try adjusting the relative sun size parameter.<br/><br />
Note that the sun lamp's location in the scene does not matter, only its rotation. <br />
<br />
<gallery mode="nolines" widths=250 heights=250><br />
Lighting_sun_angle_1.jpg|Sun lamp angle 1<br />
Lighting_sun_angle_2.jpg|Sun lamp angle 2<br />
Lighting_sun_angle_2_+_higher_turbidity.jpg|Sun lamp angle 2 and higher turbidity<br />
<br />
</gallery><br />
<br />
===Point Lights===<br />
Point lights are infinitely small light sources that emit light in all directions. In most cases, it's recommended to use only mesh/area lights and environmental lighting for your scene, rather than point or spot lights. This is because the point and spot lights have no real world equivalent as the light source is an infinitely small point. As a result, they tend to produce unnaturally hard lighting and sharp shadows. <br />
<br />
<br />
===Spot Lights===<br />
Spot lights are infinitely small lights that emit light in a cone shape. Apart from color and location, the width of the cone can be set (as the number of degrees of the center line it will extend), and there is a setting to feather the intensity towards the edge.<br />
<br />
As with the point lights, it's recommended to use only mesh/area lights and environmental lighting. This is because the point and spot lights have no real world equivalent as the light source is an infinitely small point. <br />
<br />
<br />
'''Projector'''<br />
Both point lights and spot lights can distribute their light and color according to an image. With spot lights, this results in an effect like something being projected from a diapositive projector or beamer. With point lights, the image map is spherically mapped. <-- check if this works in luxcore<br />
<br />
[[Image:Projector.jpg|frame|left|a room lit by a single projector]]<br clear="all" /><br />
<br />
[[Image:Lights-01.jpg|frame|left|An example of point (left) spot (center) and area (right) light types]]<br />
<br clear="all" /><br />
<br />
<br />
===IES data===<br />
With the help of IES files you can get the light distribution pattern of a real light fixture. This will keep render times down as you don't need a reflector or glass material to replicate the pattern. The renders below were lit with the same area light, only with different IES files. Area lights, spot and point lights supports IES files. Some links to available IES files can be found on the [[External Resources#IES lighting files|external resources page]] and more information about IES files and how to create your own can be found here: [[Lighting_With_IES_Files]]<br />
<br />
<gallery mode="nolines" widths=200px heights=200px><br />
Lighting_IES_example_1.jpg<br />
Lighting_IES_example_4.jpg<br />
Lighting_IES_example_2.jpg<br />
Lighting_IES_example_3.jpg<br />
<br />
</gallery><br />
<br />
<br clear="all" /><br />
<br />
<!--<br />
===Color and Spectrum===<br />
LuxRender calculates light colors using actual spectral data (is that true for luxcore too? ). When using an RGB color as input, LuxRender will generate a physically plausible spectrum based on the desired color. The implementation is based on a [http://www.cs.utah.edu/~bes/papers/color/ paper by Brian Smits].<br />
<br />
However, you can also define a spectrum for the light source in a variety of ways, using spectrum textures. For more information, see [[LuxCoreRender Textures Spectrum]]<br />
<br />
--><br />
<br />
[[LuxCoreRender User%27s Manual|Back to LuxCoreRender User's Manual]]</div>Piitahttps://wiki.luxcorerender.org/index.php?title=Lighting&diff=350Lighting2017-12-25T07:57:44Z<p>Piita: </p>
<hr />
<div><br />
===Area Lights and Mesh Lights=== <br />
<br />
The most common way of lighting in LuxCoreRender is by using area lights. With this light you are able to simulate a wide range of lighting. It supports common settings such as power and color but also spread angle, opacity and laser. <br />
<br />
Another common way is by using mesh lights. This type of light supports the same features as area lights, except laser, but also features textured lighting. As mesh lights are objects, you can assign an entire object to emit light, such as the tungsten filament in a light bulb or halogen bulb. In general, it's advised to use mesh lights with as few faces as possible to keep render times down.<br />
<br />
Objects only emit light in the direction that the normals of the object's faces are pointing.<br />
<br />
<br />
===Environment Lighting===<br />
[[file:Lighting_environment_light.jpg|left|thumb|250px|Mirror material lit by a hemi lamp]] <br />
Environment lighting encloses the scene entirely, lighting it from all angles. It is normally used for environment mapping, although it can also be used to add a solid color environment. The hemi lamp is used for this type of lighting and it accepts latlong environment maps.<br />
<br />
Environment lighting is usually done with HDR(high dynamic range) images but it is possible to use low dynamic range images (like JPG or PNG) as well, but in this case you may want to add some additional lighting to your scene to avoid getting a poorly contrast render. This is not necessary with HDR environment maps, which can be used as the only source of light to create a realistic lighting. Note that the hemi lamp's location in the scene does not matter, only its rotation.<br />
<br />
<!--When using environment maps, using a gamma value of 1.0 (instead of the usual 2.2) is recommended. The exception to this is if you want the environment to look exactly like the map itself did in your image editor. This is probably not the case if you are using an actual HDR map.<br />
--><br />
The [[External Resources|External Resources]] page has some links to sites that offer free and quality HDR's. Also a simple web search for "hdri maps" or "hdr maps" will give a lot of results. You can also create your own hdri maps with LuxCoreRender by using the panorama camera.<br />
<br />
For more information on environment mapping, see the [[Environment_map|Environment map]] page<br />
<br />
<br clear="all"/><br />
<br />
<br />
===Sun and Sky===<br />
<br />
The sun and sky light creates a lighting setup that simulates the light of the sun and atmosphere, based on the direction of a sun light in the scene and a parameter named ''turbidity'' which defines the clearness of the sky. Both the sun angle and the sky clearness influence the color of the light.<br />
<br />
Note that the sun lamp is very bright (as it is in real life) so you may have to turn the Gain way down if you have other lights in the scene. The other lights may look like they are not even emitting, but they are actually overpowered by the sun. It is possible to use this light with sun only, sky only, or the default sun+sky. If you want softer shadows try adjusting the relative sun size parameter.<br/><br />
Note that the sun lamp's location in the scene does not matter, only its rotation. <br />
<br />
<gallery mode="nolines" widths=250 heights=250><br />
Lighting_sun_angle_1.jpg|Sun lamp angle 1<br />
Lighting_sun_angle_2.jpg|Sun lamp angle 2<br />
Lighting_sun_angle_2_+_higher_turbidity.jpg|Sun lamp angle 2 and higher turbidity<br />
<br />
</gallery><br />
<br />
===Point Lights===<br />
Point lights are infinitely small light sources that emit light in all directions. In most cases, it's recommended to use only mesh/area lights and environmental lighting for your scene, rather than point or spot lights. This is because the point and spot lights have no real world equivalent as the light source is an infinitely small point. As a result, they tend to produce unnaturally hard lighting and sharp shadows. <br />
<br />
<br />
===Spot Lights===<br />
Spot lights are infinitely small lights that emit light in a cone shape. Apart from color and location, the width of the cone can be set (as the number of degrees of the center line it will extend), and there is a setting to feather the intensity towards the edge.<br />
<br />
As with the point lights, it's recommended to use only mesh/area lights and environmental lighting. This is because the point and spot lights have no real world equivalent as the light source is an infinitely small point. <br />
<br />
<br />
'''Projector'''<br />
Both point lights and spot lights can distribute their light and color according to an image. With spot lights, this results in an effect like something being projected from a diapositive projector or beamer. With point lights, the image map is spherically mapped. <-- check if this works in luxcore<br />
<br />
[[Image:Projector.jpg|frame|left|a room lit by a single projector]]<br clear="all" /><br />
<br />
[[Image:Lights-01.jpg|frame|left|An example of point (left) spot (center) and area (right) light types]]<br />
<br clear="all" /><br />
<br />
<br />
===IES data===<br />
With the help of IES files you can get the light distribution pattern of a real light fixture. This will keep render times down as you don't need a reflector or glass material to replicate the pattern. The renders below were lit with the same area light, only with different IES files. Some links to IES files can be found on the [[External Resources#IES lighting files|external resources page]]. More information about IES files and how to create your own can be found here: [[Lighting_With_IES_Files]]<br />
<br />
<gallery mode="nolines" widths=200px heights=200px><br />
Lighting_IES_example_1.jpg<br />
Lighting_IES_example_4.jpg<br />
Lighting_IES_example_2.jpg<br />
Lighting_IES_example_3.jpg<br />
<br />
</gallery><br />
<br />
<br clear="all" /><br />
<br />
<!--<br />
===Color and Spectrum===<br />
LuxRender calculates light colors using actual spectral data (is that true for luxcore too? ). When using an RGB color as input, LuxRender will generate a physically plausible spectrum based on the desired color. The implementation is based on a [http://www.cs.utah.edu/~bes/papers/color/ paper by Brian Smits].<br />
<br />
However, you can also define a spectrum for the light source in a variety of ways, using spectrum textures. For more information, see [[LuxCoreRender Textures Spectrum]]<br />
<br />
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[[LuxCoreRender User%27s Manual|Back to LuxCoreRender User's Manual]]</div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Lighting_environment_light.jpg&diff=349File:Lighting environment light.jpg2017-12-25T07:21:12Z<p>Piita: Piita uploaded a new version of File:Lighting environment light.jpg</p>
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<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Lighting_sun_angle_2_%2B_higher_turbidity.jpg&diff=348File:Lighting sun angle 2 + higher turbidity.jpg2017-12-24T19:49:32Z<p>Piita: </p>
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<div></div>Piitahttps://wiki.luxcorerender.org/index.php?title=File:Lighting_sun_angle_2.jpg&diff=347File:Lighting sun angle 2.jpg2017-12-24T19:49:25Z<p>Piita: </p>
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<div></div>Piita