Search found 3299 matches

by B.Y.O.B.
Thu Jan 11, 2018 3:15 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 890
Views: 248753

Re: BlendLuxCore Development

Also some question about luxcore blendluxcore and blender color management system. This is an area where I'm not sure I understand everything that's going on yet. I managed to implement Color Management support for the viewport, so viewport and final render now both have Blender Col. Management app...
by B.Y.O.B.
Thu Jan 11, 2018 2:44 pm
Forum: User Support
Topic: OLD LUXCORE - Shadowcatcher not fully transparent
Replies: 12
Views: 5799

Re: Shadowcatcher not fully transparent

In theory you have two options:
  • use sky light and set ground color and ground albedo to black
  • use HDRI and enable "sampleupperhemisphereonly"
However, the second option does not seem to work when I test it here (the plane is still lit from below).
by B.Y.O.B.
Thu Jan 11, 2018 2:38 pm
Forum: User Support
Topic: Viewport shading not working as expected
Replies: 3
Views: 2180

Re: Viewport shading not working as expected

Can you describe more closely what is happening and how it should look like?
Maybe with screenshots, or compare to Cycles?
I guess you mean that you plug a diffuse texture in a LuxCore node tree and it does not show up in the OpenGL viewport?
by B.Y.O.B.
Thu Jan 11, 2018 11:18 am
Forum: User Support
Topic: OLD LUXCORE - Shadowcatcher not fully transparent
Replies: 12
Views: 5799

Re: Shadowcatcher not fully transparent

The lower half of the environment light has to be black.
Also, you should use a sun light only (no sky) if you want a pitch black unrealistic shadow like on the left.
by B.Y.O.B.
Thu Jan 11, 2018 12:54 am
Forum: Development
Topic: BlendLuxCore Particles support
Replies: 14
Views: 8270

Re: BlendLuxCore Development

That could work. Note that it would be good to have motion blur support for particles. So for step 2) I would like to be able to also pass a list of motion properties (step, time, transformation). We would still have to do the visibility checks and list building in Python, but that can't be avoided....
by B.Y.O.B.
Wed Jan 10, 2018 11:21 pm
Forum: Development
Topic: BlendLuxCore Particles support
Replies: 14
Views: 8270

Re: BlendLuxCore Development

How does Blender particles work ? Do you have a single definition of the particle mesh ? You can instance single objects or a group of objects. But as an exporter you can call blender_object.dupli_list_create() and blender_object.dupli_list_clear() , and inbetween you get a blender_object.dupli_lis...
by B.Y.O.B.
Wed Jan 10, 2018 8:44 pm
Forum: Development
Topic: BlendLuxCore Particles support
Replies: 14
Views: 8270

Re: BlendLuxCore Development

it would be very cool if the previous exported files could be used instead of writing new ones. Unforunately we can't get much faster in Python, I fear. How the particle export works in LuxBlend: Export the mesh that will be instanced Export the object definitions for all the particles (using the m...
by B.Y.O.B.
Wed Jan 10, 2018 2:54 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 890
Views: 248753

Re: BlendLuxCore Development

But I have an optimization for future motion blur in mind: for i in blur_steps: set_frame(i) for obj in objects: export(obj) I tried this approach (implemented in about 34 lines of code, with debug stuff) and it's blazingly fast indeed. This is the complex test scene, all objects use motion blur (e...
by B.Y.O.B.
Wed Jan 10, 2018 11:52 am
Forum: Development
Topic: BlendLuxCore Development
Replies: 890
Views: 248753

Re: BlendLuxCore Development

Dade wrote:
Wed Jan 10, 2018 11:33 am
Out of curiosity, on what CPU the video was recorded ?
Intel(R) Core(TM) i7-3635QM CPU @ 2.40GHz
It's a notebook.
by B.Y.O.B.
Wed Jan 10, 2018 8:25 am
Forum: User Support
Topic: Hi and Blender Normal Map
Replies: 4
Views: 3058

Re: Hi and Blender Normal Map

Normal mapping is not supported by the addon yet.
The wiki is misleading in that regard, sorry.
arvinmoses wrote:
Wed Jan 10, 2018 4:21 am
I also wanted to ask if there is a discplacement option.
Not yet in LuxCore.
You'll have to use Blender's displacement modifier.