Search found 3299 matches
- 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...
- 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"
- 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?
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?
- 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.
Also, you should use a sun light only (no sky) if you want a pitch black unrealistic shadow like on the left.
- 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....
- 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...
- 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...
- 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...
- Wed Jan 10, 2018 11:52 am
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 890
- Views: 248753
- 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.
You'll have to use Blender's displacement modifier.
The wiki is misleading in that regard, sorry.
Not yet in LuxCore.arvinmoses wrote: ↑Wed Jan 10, 2018 4:21 amI also wanted to ask if there is a discplacement option.
You'll have to use Blender's displacement modifier.