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Caustic and normal maps are not going to be implemented soon.
FStorm has specific bump calculation based in height like displacement which doesn't allow easy normal maps implementation.
Caustic requires MLT which has many weak points.
What is Light Linking and AOV's?
I can survive without normals for a while. How is your implementation of the bump better, why did you do it that way?
Caustics are really needed unfortunately.
Light linking: Let’s say we got 2 objects and one light. I can select a light and choose one of the objects and select where it should not influence something. Like a light not casting shadows on object A & B, or not showing up in reflections etc. I can do this for any nr of light and any nr of objects. Hope it makes sense. I am aware it’s not like in real world but it’s very useful for compositing work and previewing such results live.
I can survive without normals for a while. How is your implementation of the bump better, why did you do it that way?
Caustics are really needed unfortunately.
Light linking: Let’s say we got 2 objects and one light. I can select a light and choose one of the objects and select where it should not influence something. Like a light not casting shadows on object A & B, or not showing up in reflections etc. I can do this for any nr of light and any nr of objects. Hope it makes sense. I am aware it’s not like in real world but it’s very useful for compositing work and previewing such results live.
FStorm bump mapping stays always sharp no matter what distance or viewing angle.
Are you talking about include/exclude option a light source? This kind of thing is hard to realise on GPU. maybe I will find a good way.
Regarding falloff - yep FStorm Falloff texture should be the answer.
FStorm bump mapping stays always sharp no matter what distance or viewing angle.
Are you talking about include/exclude option a light source? This kind of thing is hard to realise on GPU. maybe I will find a good way.
Regarding falloff - yep FStorm Falloff texture should be the answer.
"Are you talking about include/exclude option a light source?" Yes but not limited to that. I can also limit the influence of a light source to shadows only, or diffuse or reflections only for example. Or combinations of them.
Also back to normal maps. Why don’t you just add the option to disable your bump method and switch to the normal map code. It’s like loading a different feature in the render kernel while disabling another. It should make users who need normal maps happy even if it’s not the ideal solution when you can use both at once.
FStorm bump mapping stays always sharp no matter what distance or viewing angle.
Are you talking about include/exclude option a light source? This kind of thing is hard to realise on GPU. maybe I will find a good way.
Regarding falloff - yep FStorm Falloff texture should be the answer.
Hi, Karba. The lights include/exclude list is a really important feature for me when setting up some scenes for rendering with Fstorm. Sometimes I can't achieve what I want without using this feature and it's a pity it's still missing. Do you think you can implement this in the near future? I see that the Vray guys were able to implement it successfully - Here it says that Vray RT supports lights include/exclude (scroll down to the bottom of the table).
Hi, Karba. The lights include/exclude list is a really important feature for me when setting up some scenes for rendering with Fstorm. Sometimes I can't achieve what I want without using this feature and it's a pity it's still missing. Do you think you can implement this in the near future? I see that the Vray guys were able to implement it successfully - Here it says that Vray RT supports lights include/exclude (scroll down to the bottom of the table).
May be I will find some solution.
I am working on render elements at the moment.
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