Trying blendluxcore and it looks like I can’t see where to put AO texture maps. Does it not accept AO maps?
Ambient Occlusion maps are usually setup by mixing a AO texture with the material’s Diffuse Color.
That being said it appears that Ambient Occlusion is not supported for LuxCore:
opened 08:33PM - 22 Jul 19 UTC
enhancement
bounty
This project aims for compatibility with Cycles material/texture nodes, light se… ttings, camera settings and so on. The Cycles scene reader is not a single class or function, but rather a project to fuse every part of BlendLuxCore closer with Cycles/Eevee by sharing properties where it makes sense and is possible.
### Material Nodes
* [x] Support packed images
* [x] Support nested node groups
* [ ] Support for more nodes (see the list of compatible/incompatible nodes below)
* [ ] figure out how to make it possible to add shader nodes (diffuse BSDF etc.) while LuxCore engine is selected (currently they get hidden, apparently they have some check for the current engine in their poll() methods)
* [ ] Improve the report about incompatible nodes. Maybe mark them in red in the node editor (with reset button)? Show the percentage of successfully converted nodes and maybe a statement like "The materials in this scene are too complicated for our node reader" when percentage is lower than x.
* [ ] Handle malformed node setups the same way as Cycles. For example, if a shader is plugged into a color socket, Cycles seems to simply ignore it and use the `default_value` of the socket, while our converter currently produces an incorrect SDL output that will throw errors on render startup.
#### List of nodes
Nodes with ~~strikethrough~~ are unlikely to ever get supported or don't make sense in our shading system (e.g. a sky texture on a material).
Nodes with a checkmark are at least partially supported. Note that the support can be an approximation or unfinished.
Normal inputs of material nodes (for bump/normalmapping) are not supported yet.
##### Input
* [ ] Ambient Occlusion
* [ ] Attribute
* [ ] Bevel
* [ ] Camera Data
* [ ] Fresnel
* [x] Geometry
* [x] Position
* [x] Normal
* [ ] Tangent
* [ ] True Normal
* [ ] Incoming
* [ ] Parametric
* [ ] Backfacing
* [ ] Pointiness
* [ ] Random Per Island
* [ ] Hair Info
* [ ] Layer Weight
* [ ] Light Path
* [x] Object Info
* [ ] Location
* [ ] Color
* [x] Object Index
* [x] Material Index
* [x] Random (only works if the object ID is -1 (random))
* [ ] Particle Info
* [x] RGB
* [ ] Tangent
* [ ] Texture Coordinate
* [ ] UV Map
* [x] Value
* [ ] Wireframe
##### Shader
* [ ] ~~Add Shader~~
* [x] Anisotropic BSDF (rotation TODO)
* [x] Diffuse BSDF
* [x] Emission
* [x] Glass BSDF
* [x] Glossy BSDF
* [ ] Hair BSDF
* [x] Holdout
* [x] Mix Shader
* [x] Principled BSDF (unsupported inputs: subsurface, subsurface radius, subsurface color, clearcoat roughness, transmission roughness, clearcoat normal, tangent)
* [ ] Principled Hair BSDF
* [ ] Principled Volume
* [x] Refraction BSDF
* [ ] Subsurface Scattering
* [ ] Toon BSDF
* [x] Translucent BSDF (TODO just an approximation right now)
* [x] Transparent BSDF
* [ ] Velvet BSDF
* [ ] Volume Absorption
* [ ] Volume Scatter
##### Texture
* [ ] Brick Texture
* [x] Checker Texture (only "Object" texture coordinates are supported. Textured scale is not supported)
* [ ] ~~Environment Texture~~ (supported in world node trees)
* [ ] Gradient Texture
* [ ] IES Texture
* [x] Image Texture (Lots of stuff to do, only the basics work)
* [ ] Magic Texture
* [ ] Musgrave Texture
* [ ] Noise Texture
* [ ] Point Density
* [ ] ~~Sky Texture~~ (supported in world node trees)
* [ ] Voronoi Texture
* [ ] Wave Texture
##### Color
* [x] Bright Contrast
* [ ] Gamma
* [x] Hue/Saturation
* [x] Invert
* [ ] ~~Light Falloff~~
* [x] MixRGB (only the following modes are supported: Mix, Multiply, Add, Subtract, Divide)
* [ ] RGB Curves
##### Vector
* [x] Bump
* [ ] Displacement
* [ ] Mapping
* [ ] Normal
* [x] Normal Map
* [ ] Vector Curves
* [ ] Vector Displacement
* [ ] Vector Transform
##### Converter
* [x] Blackbody (only non-textured temperature supported)
* [x] ColorRamp (only Linear and Constant interpolation modes are supported, the rest is exported as cubic interpolation. Only RGB is supported as color mode)
* [ ] Combine HSV
* [x] Combine RGB
* [x] Combine XYZ
* [x] Map Range
* [x] Math (only the following modes are supported: Add, Subtract, Multiply, Divide, Greater Than, Less Than, Power, Absolute, Round, Modulo)
* [x] RGB to BW
* [ ] Separate HSV
* [x] Separate RGB
* [x] Separate XYZ
* [ ] Vector Math
* [ ] Wavelength
##### Script
* [ ] ~~Script~~
##### Group
Supported.
##### Layout
* [x] Frame
* [x] Reroute
### Object Settings
* [ ] Use the camera ray visibility property of Cycles
* [ ] Use the shadow ray visibility property of Cycles (export with shadow color (1, 1, 1) if shadow ray vis is disabled)
* [ ] Use the motion blur properties of Cycles
### Light/World Settings
Try to share as many properties with Cycles (or Eevee?) as possible. It should be relatively seamless to switch back and forth between Cycles, LuxCore and Eevee - if you change a light's brightness in one engine, the others should also reflect this change
* [ ] World:
* [x] Without node tree
* [x] Background node (aka flat color)
* [ ] Environment node (aka HDRI)
* [x] Sky texture node
* [ ] Lights:
* [x] Eevee settings (used when `use_nodes` is disabled)
* [x] (Simple) node setups
* [x] Fix area light brightness difference caused by the fact that Cycles and Lux handle changes in surface area differently
* [x] Fix sun brightness difference when half angle > 0.05, where in LuxCore the distantlight is used, see https://github.com/LuxCoreRender/LuxCore/issues/298
* [ ] Implement Cycles spot light soft blending in Lux (currently they are slightly different)
### Camera Settings
* [x] Default tonemapper should be linear, auto disabled, gain = 1
* [x] Enable clipping by default
* [x] Use Cycles DOF settings (f-stop etc.) and hide unsupported settings (e.g. blades)
* [ ] Use "transparent film" property of Cycles
* [ ] Support Cycles film exposure value (maybe add as an extra tonemapper entry, where the UI shows the Cycles property and uses a linear tonemapper behind the scenes)
### Render Layer Settings
* [ ] Sync AOV/pass settings when the "Use Cycles Settings" button is used
Related: #80
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I’m not sure if this means if LuxCore does not supporting a certain map, that you cannot also set it up yourself in Blender.
1 Like
etn249
(etn249)
May 18, 2022, 8:56pm
3
If you have an existing occlusion texture, it will work no matter if the renderer supports occlusion or not, because the AO has already been turned into a simple texture.
That’s what I thought. Thanks for confirming that.