LuxCoreRender / LuxCore

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Principled Shader #91

Open Theverat opened 6 years ago

Theverat commented 6 years ago

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.

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canonex commented 6 years ago

More than this, artist used to deal with this shader can switch render engine with a little pain! Thank you, Riccardo

JayFoxRox commented 5 years ago

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 commented 5 years ago

@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.

lacilaci commented 5 years ago

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.

Dade916 commented 5 years ago

SIGGRAPH 2015 Disney material extensions still to add.

Dade916 commented 4 years ago

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