first steps on luxcore

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Sharlybg
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first steps on luxcore

Post by Sharlybg »

Hi guys as i'm new to luxcore i will use this topic to gather all my incomprehension and founded bug here. I don't know if theses are normal behaviour of the Alpha stage release or not but let try :

. open viewport render preview change your material name (eg "Or" to "gold") then play with node settings it wann't update in the viewport preview

. Hemi/HDRi rotation don't update ==> Edit it work there two different mod now one with free transformation via Hemi and one mod like normal HDRI under world settings

Edit :

according to this :
Similar to #"When I change the brightness of my lamp, nothing happens". You are using an automatic tonemapper which tries to keep the image at the same brightness, making it seem like the brightness of the lamps changed.

Solution: Use a non-automatic tonemapper.
. there is no way under camera properties to change tonemapper.
Last edited by Sharlybg on Mon Jan 15, 2018 12:58 pm, edited 2 times in total.
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Re: first steps on luxcore

Post by B.Y.O.B. »

Sharlybg wrote: Mon Jan 15, 2018 12:19 pm Hemi/HDRi rotation don't update
It works here, both in world settings and on a hemi lamp.
Maybe it was fixed since alpha1.
Sharlybg wrote: Mon Jan 15, 2018 12:19 pm open viewport render preview change your material name (eg "Or" to "gold") then play with node settings it wann't update in the viewport preview
Sharlybg wrote: Mon Jan 15, 2018 12:19 pm there is no way under camera properties to change tonemapper.
I opened these issues:
https://github.com/LuxCoreRender/BlendLuxCore/issues/45
https://github.com/LuxCoreRender/BlendLuxCore/issues/46
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Re: first steps on luxcore

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Sharlybg wrote: Mon Jan 15, 2018 12:19 pm Hemi/HDRi rotation don't update
It works here, both in world settings and on a hemi lamp.
Maybe it was fixed since alpha1.
Excuse me it work great. first time it is a bit confusing.Didn't even realize that hemi lamp isn't necessary with the new HDRI mod.
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Re: first steps on luxcore

Post by Sharlybg »

I've uncounter another strange behaviour.
normal.jpg
upscale.jpg
downscale.jpg
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Re: first steps on luxcore

Post by B.Y.O.B. »

Thanks for the report, I fixed the bug: https://github.com/LuxCoreRender/BlendL ... 653878c66d
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Re: first steps on luxcore

Post by Sharlybg »

Thanks for the report, I fixed the bug: https://github.com/LuxCoreRender/BlendL ... 653878c66d
really fast ;)

can i ask another thing ? Normally resizing lamp and camera size in opengl viewport shouldn't relaunch viewport render preview but it is the case.
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Re: first steps on luxcore

Post by B.Y.O.B. »

Resizing camera does not trigger an update here.
About lamps: maybe something to look into in the future, but not right now. Area lamp for example needs an update on scale.
Open an issue on github if you want to prevent me forgetting about it.
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Re: first steps on luxcore

Post by Sharlybg »

B.Y.O.B. wrote: Tue Jan 16, 2018 2:54 pm Resizing camera does not trigger an update here.
About lamps: maybe something to look into in the future, but not right now. Area lamp for example needs an update on scale.
Open an issue on github if you want to prevent me forgetting about it.
Thanks you it is done. you finally initiate me to github before that i was looking github like a "MATRIX GREEN BINARY CODE" :lol:
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Re: first steps on luxcore

Post by Sharlybg »

I've also noticed that it seem that viewport render border box work correctly now ( i mean that it doesn't simply show you render of your custom box while all the computational power is wasted to render the entier window). If it is done i just wonder if we can now add multi render box preview like this without too much change in the code :
Fuzzy_Render_Regions04.jpg
If it is a heavy tasks please ignore my stupid unknowlegdement.
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Re: first steps on luxcore

Post by B.Y.O.B. »

I would also very much like to have something like region render in 3ds Max where you can re-render a region with the rest of the image staying the same, but I think this has to be implemented in Blender first.

About your proposal:
We could define our own borders, draw them during viewport render with OpenGL etc. but it would be a bit of work.
And LuxCore would need to support it.
And you would not see your borders when viewport render is off.

I think it would be a lot of work with little benefit.
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