BREAKING NEWS
LATEST POSTS
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How to Build a Hackintosh
https://www.freecodecamp.org/news/build-a-hackintosh/
A Hackintosh is a non-Mac computer system, made with PC parts, that runs the macOS operating system.
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Basic GafferHQ python introduction
Working with the Python Scripting API
http://www.gafferhq.org/documentation/1.0.2.0/WorkingWithThePythonScriptingAPI/index.htmlNode Graph editing in Python
https://www.gafferhq.org/documentation/1.0.0.0/WorkingWithThePythonScriptingAPI/TutorialNodeGraphEditingInPython/index.htmlCommon operations
https://www.gafferhq.org/documentation/1.0.0.0/Reference/ScriptingReference/CommonOperations/index.htmlScripting box nodes
https://blog.gafferhq.org/?p=278Dev and pipe tips
https://blog.gafferhq.org/?cat=35import GafferScene import Gaffer # return a list of selections # (nodes HAVE TO BE selected for the following) sel = root.selection() # gaffer standard set list(sel) sel[0].typeName() dir( sel[0] ) sel[0].getName() sel.clear() root.removeChild( sel[0] ) # store the selected nodes in a variable >>> sel = root.selection() >>> myGroup = sel[0] >>> light = sel[1] # set location name myGroup['name'].setValue('groupLocation') light['name'].setValue('photometricLightLocation') # connect a node to a group >>> myGroup['in'][0].setInput( light['out'] ) # return the node/port attached to a group port >>> myGroup['in'][0].childNames('/') photometricLightLocation >>> myGroup['in'][0].getInput().fullName() >>> myGroup['in'][0].source().fullName() gui.scripts.ScriptNode.lighting_in1.PhotometricLightNode.out # return the full name of one of the objects # attached to the out port >>> light['out'].outputs()[0].fullName() gui.scripts.ScriptNode.lighting_in1.GroupNode.in.in0 >>> light GafferArnold.ArnoldLight( "PhotometricLightNode" ) >>> light['out'].childNames('') photometricLightLocation >>> light['out'].outputs()[0].node() GafferScene.Group( "Group" )
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LuxCore – Open Source, Physically Based Renderer for Blender
Note: Although the original LuxRender is a full spectral renderer, the new LuxCoreRender drops full spectral rendering in favor of simulating spectral dispersion when required.[14][15] However, this leads to some inaccuracies when rendering caustics in some circumstances.[16]
FEATURED POSTS
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THOMAS MANSENCAL – The Apparent Simplicity of RGB Rendering
https://thomasmansencal.substack.com/p/the-apparent-simplicity-of-rgb-rendering
The primary goal of physically-based rendering (PBR) is to create a simulation that accurately reproduces the imaging process of electro-magnetic spectrum radiation incident to an observer. This simulation should be indistinguishable from reality for a similar observer.
Because a camera is not sensitive to incident light the same way than a human observer, the images it captures are transformed to be colorimetric. A project might require infrared imaging simulation, a portion of the electro-magnetic spectrum that is invisible to us. Radically different observers might image the same scene but the act of observing does not change the intrinsic properties of the objects being imaged. Consequently, the physical modelling of the virtual scene should be independent of the observer.