Page 3 of 4

Re: New OpenCL textures and materials evaluation code

Posted: Fri Feb 21, 2020 7:02 pm
by B.Y.O.B.
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()?

Re: New OpenCL textures and materials evaluation code

Posted: Fri Feb 21, 2020 8:41 pm
by Dade
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.

Re: New OpenCL textures and materials evaluation code

Posted: Fri Feb 21, 2020 8:45 pm
by marcatore
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?

Re: New OpenCL textures and materials evaluation code

Posted: Fri Feb 21, 2020 9:47 pm
by Dade
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.

Re: New OpenCL textures and materials evaluation code

Posted: Wed Apr 08, 2020 9:22 am
by B.Y.O.B.
It would be good to have a LuxCore function that can tell me if a kernel recompilation is necessary, so I can show the UI message about it.

Re: New OpenCL textures and materials evaluation code

Posted: Wed Apr 08, 2020 10:29 am
by Dade
B.Y.O.B. wrote: Wed Apr 08, 2020 9:22 am It would be good to have a LuxCore function that can tell me if a kernel recompilation is necessary, so I can show the UI message about it.
A callback during the rendering if a kernel is compiled or before starting the rendering ? (The later is not possible without having the scene).

Are you already intercepting the log output to show some message in Blender ? Could some specific log message do the trick ?

Re: New OpenCL textures and materials evaluation code

Posted: Wed Apr 08, 2020 10:53 am
by B.Y.O.B.
Can it be checked if I have a luxcore scene and renderconfig, but without a rendersession?

Code: Select all

renderconfig = pyluxcore.RenderConfig(config_props, luxcore_scene)

# Here I would need the check
...

# Locks up Blender, potentially compiles kernels
session = pyluxcore.RenderSession(renderconfig)

Re: New OpenCL textures and materials evaluation code

Posted: Wed Apr 08, 2020 12:16 pm
by Dade
B.Y.O.B. wrote: Wed Apr 08, 2020 10:53 am Can it be checked if I have a luxcore scene and renderconfig, but without a rendersession?

Code: Select all

renderconfig = pyluxcore.RenderConfig(config_props, luxcore_scene)

# Here I would need the check
...

# Locks up Blender, potentially compiles kernels
session = pyluxcore.RenderSession(renderconfig)
It could be RenderConfig methods :idea:

It will be a bit tricky because I compile many kernels but the only one that matter is the big RT/TILE/PATHOCL one. It could be something generic like RenderConfig::HasCachedKernels().

Re: New OpenCL textures and materials evaluation code

Posted: Wed Apr 08, 2020 12:33 pm
by B.Y.O.B.
Yes, it should only check for kernels that take long to compile.
Otherwise the UI message can be misleading, because the render session creation also does other stuff that potentially takes a long time, like cache computation.

Re: New OpenCL textures and materials evaluation code

Posted: Thu Apr 09, 2020 12:18 pm
by Dade
I have added a new LuxCore API RenderConfig::HasCachedKernels() method to check if a (long) kernel compilation time is required.