Open Theverat opened 6 years ago
More than this, artist used to deal with this shader can switch render engine with a little pain! Thank you, Riccardo
https://github.com/LuxCoreRender/LuxCore/issues/175#issuecomment-474775461 might be relevant to this issue.
@Dade916 Are principled shaders planned for v2.3? What's a rough estimated date for v2.3 (months / years)?
Principled shaders have become the defacto-standard for materials, so I'd assume a rework would include them.
This could affect my application, as I'm about to recreate some materials from Principled Shader (used in Cycles and Game-Engine) using LuxCore materials; so if LuxCore will support these original shaders soon, I will shift my focus to other code-aspects of my application for now.
@Dade916 Are principled shaders planned for v2.3?
Yes, it is planned for v2.3 (https://forums.luxcorerender.org/viewtopic.php?f=5&t=308)
What's a rough estimated date for v2.3 (months / years)?
I assume v2.2 will be finished before the summer and v2.3 before the end of the year. An alpha/beta with a Walt Disney Principled Shader material is likely to be available in Autumn.
There is some preliminary work for v2.3 to do before implementing new materials: implementing the Principled Shader material alone is not a big issue. It is just more logical to do it after all preliminary work.
I think this issue should be updated, we have disney but it needs upgrade to support transmission. Ideally with it's own translucent/thin mesh mode, microroughness control to control reflection glossiness on grazing angles and irridescent film controls. So that we can use this as ubermaterial for most common materials.
SIGGRAPH 2015 Disney material extensions still to add.
Some relevant information about Disney SIGGRAPH 2015 extensions.
Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering (Brent Burley):
https://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_slides.key https://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_slides.pdf https://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf
This shader is apparently artist-friendly, physically based and compatible with many other applications (substance painter creates texture maps for it, game engines also support it etc.). Since Cycles supports it, it would also make a material converter a bit easier to write.