New OpenCL textures and materials evaluation code

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B.Y.O.B.
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Re: New OpenCL textures and materials evaluation code

Post by B.Y.O.B. » Fri Feb 21, 2020 7:02 pm

By the way, since ray epsilon is still a kernel parameter, I guess I have to pass the default min/max epsilon in BlendLuxCore to KernelCacheFill()?

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Dade
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Re: New OpenCL textures and materials evaluation code

Post by Dade » Fri Feb 21, 2020 8:41 pm

B.Y.O.B. wrote:
Fri Feb 21, 2020 7:02 pm
By the way, since ray epsilon is still a kernel parameter, I guess I have to pass the default min/max epsilon in BlendLuxCore to KernelCacheFill()?
Only if your default is different than LuxCore default one.
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marcatore
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Re: New OpenCL textures and materials evaluation code

Post by marcatore » Fri Feb 21, 2020 8:45 pm

Dade wrote:
Fri Feb 21, 2020 6:54 pm
marcatore wrote:
Fri Feb 21, 2020 3:49 pm
sooooo...when it will be ready for testing? :)
The binaries for all OS can be downloaded from here: https://dev.azure.com/LuxCoreRender/Lux ... dArtifacts (the down arrow on right)

You can replace your pyluxcore.pyd with the one inside the downloaded win64.zip (yes, it is tricky and suggested only for advanced user).
Thank you but I think that I'll wait for a daily BlendLuxCore build. Will it be available more or less soon or we'll have to wait the final 2.3 to switch the daily build to the 2.4?

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Dade
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Re: New OpenCL textures and materials evaluation code

Post by Dade » Fri Feb 21, 2020 9:47 pm

marcatore wrote:
Fri Feb 21, 2020 8:45 pm
Thank you but I think that I'll wait for a daily BlendLuxCore build. Will it be available more or less soon or we'll have to wait the final 2.3 to switch the daily build to the 2.4?
We have to wait.
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