Search found 3441 matches

by B.Y.O.B.
Tue Sep 18, 2018 10:01 am
Forum: Development
Topic: material id
Replies: 20
Views: 19223

Re: material id

Support is in.
It seems that the "Difference Key" node can create good anti-aliased masks from this new AOV.
by B.Y.O.B.
Tue Sep 18, 2018 9:39 am
Forum: Development
Topic: material id
Replies: 20
Views: 19223

Re: material id

Dade wrote: Mon Sep 17, 2018 11:20 am I added the support for new MATERIAL_ID_COLOR AOV
Great, I'll add the support to the Blender addon.
by B.Y.O.B.
Tue Sep 18, 2018 9:11 am
Forum: Development
Topic: Mac OS
Replies: 215
Views: 127184

Re: Mac OS

It looks like all the .blend files don't preserve or generate the node information for Lux when they're loaded and show a bunch of missing material and node warnings so will need to dig into that. Current hypothesis is it has to do with what OS the blend files were made in because if I save it ever...
by B.Y.O.B.
Mon Sep 17, 2018 3:54 pm
Forum: User Support
Topic: Build LuxCore with Python version 3.6
Replies: 10
Views: 6545

Re: Build LuxCore with Python version 3.6

Maybe you are missing PySide?

Anyway, BlendLuxCore works without pyluxcoretools as well, they are only needed for network rendering.
by B.Y.O.B.
Mon Sep 17, 2018 3:08 pm
Forum: User Support
Topic: hair and fur
Replies: 41
Views: 24653

Re: hair and fur

Also, the hair is no longer defined as an instanced mesh. This means that rendering is faster. However, the accelerator will use more memory if the mesh is not instanced. In the test above, the whole Blender process used 1.1 GiB with hair as instance and 1.7 GiB with non-instanced hair. So the extr...
by B.Y.O.B.
Mon Sep 17, 2018 2:46 pm
Forum: User Support
Topic: hair and fur
Replies: 41
Views: 24653

Re: hair and fur

I'm finally done. A test with 10000 hairs * 10 children * (2^5 + 1) points = 3,200,000 points: Old: [Plane: ParticleSystem] Exporting hair [LuxCore][26.161] Refining 100000 strands [LuxCore][26.884] Strands mesh: 2133333 triangles [LuxCore][27.365] Refining time: 1.2 secs [SDL][27.369] Texture defin...
by B.Y.O.B.
Mon Sep 17, 2018 1:07 pm
Forum: User Support
Topic: Build LuxCore with Python version 3.6
Replies: 10
Views: 6545

Re: Build LuxCore with Python version 3.6

Clone BlendLuxCore repo, then run get_binaries.py.
See the readme here for more information:
https://github.com/LuxCoreRender/BlendL ... master/bin

After that, you can copy or symlink the BlendLuxCore repo to your Blender addons directory (or zip it and install via user preferences).
by B.Y.O.B.
Mon Sep 17, 2018 12:47 pm
Forum: Development
Topic: LuxCoreRender - Nodes
Replies: 4
Views: 3323

Re: LuxCoreRender - Nodes

stanland wrote: Mon Sep 17, 2018 10:03 am Is it possible to make a node groups like in cycles?
Not yet, it is on the to do list: https://github.com/LuxCoreRender/BlendL ... issues/127
by B.Y.O.B.
Mon Sep 17, 2018 10:47 am
Forum: User Support
Topic: hair and fur
Replies: 41
Views: 24653

Re: hair and fur

Different root and tip colors, baked into vertex colors (they are multipliers and interpolated over the length of each hair).
by B.Y.O.B.
Mon Sep 17, 2018 10:22 am
Forum: User Support
Topic: hair and fur
Replies: 41
Views: 24653

Re: hair and fur

lacilaci wrote: Sun Sep 16, 2018 8:39 pm so i guess alpha v4?
Yes.

Everything I mentioned so far is implemented now, I'm currently trying to add one last feature that could be useful.