LuxCoreRender Project wants you!

Discussion related to the LuxCore functionality, implementations and API.
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Dade
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Re: LuxCoreRender Project wants you!

Post by Dade »

Moved the posts related to MacOS compilation on a dedicated thread: viewtopic.php?f=5&t=1589
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u3dreal
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Re: LuxCoreRender Project wants you!

Post by u3dreal »

Opensubdiv seems to compile fine ... you mean i could miss the opensudiv include and lib ??

they are in Lux_build/lib so maybe ... how can it be the linker misses ./lib for linking ??
so maybe add a -L/Users/drquader/Documents/Github/Lux_build/lib ??

Code: Select all

[ 15%] Built target luxrays
[ 22%] Built target slg-film
[ 49%] Built target slg-kernels
[ 52%] Built target openvdb
[ 56%] Built target opensubdiv
[ 85%] Built target slg-core
[ 86%] Built target bcd
[ 87%] Built target luxcore
[ 88%] Built target pyluxcore
[ 88%] Generating ../../generated/pyluxcoretools/pyluxcoremenu/__init__.py
[ 88%] Generating ../../generated/pyluxcoretools/pyluxcoremenu/cmd.py
[ 88%] Generating ../../generated/pyluxcoretools/utils/__init__.py
[ 88%] Generating ../../generated/pyluxcoretools/utils/args.py
[ 94%] Built target pyluxcoretools_copy_dir
[ 94%] Built target pyluxcoretools
[ 94%] Linking CXX executable ../../luxcoreconsole
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Dade
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Re: LuxCoreRender Project wants you!

Post by Dade »

Check my answer in viewtopic.php?f=5&t=1589 thread.
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Re: LuxCoreRender Project wants you!

Post by Dade »

It would help me a lot to have a Linux platform maintainer so I don't have to worried about maintaining Linux binaries too. Any help is welcome.
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klayman
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Re: LuxCoreRender Project wants you!

Post by klayman »

Dade wrote: Wed Apr 22, 2020 12:40 pm It would help me a lot to have a Linux platform maintainer so I don't have to worried about maintaining Linux binaries too. Any help is welcome.
I'm not the best candidate for this, but I want to help the LuxCoreRender project. How much time would it require? Is there anything that could be automated? I'm on Fedora Linux.

Sorry for the abandoned site design update, BTW. Perhaps, I should continue on it instead. I had absolutely no spare time last months.
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Dade
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Re: LuxCoreRender Project wants you!

Post by Dade »

klayman wrote: Wed Apr 22, 2020 2:13 pm
Dade wrote: Wed Apr 22, 2020 12:40 pm It would help me a lot to have a Linux platform maintainer so I don't have to worried about maintaining Linux binaries too. Any help is welcome.
I'm not the best candidate for this, but I want to help the LuxCoreRender project. How much time would it require? Is there anything that could be automated? I'm on Fedora Linux.
It occasionally takes some time to update some external library binary. We have now the slightly more complex problem of supporting CUDA builds on Azure for Linux. Usually, it takes no time at all because there is nothing changed in the building process.

The Linux maintainer task is mostly to maintain https://github.com/LuxCoreRender/LinuxCompile and https://github.com/LuxCoreRender/LinuxCompileDeps repositories. You should probably check the repositories to have an idea of what the task involves.
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chuchur
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Re: LuxCoreRender Project wants you!

Post by chuchur »

Hi all! I would like to help with LuxCoreRender development. I used to work with the old version of LuxRender (I've done some kind of illuminance sensor and custom color map. Haven't ever pushed it), but I have not so much experience with the modern version (looks like the code has changed a lot).

I have c++ experience, some Cuda/OptiX (early versions), a little bit of Python for Blender (not in the context of LuxBlend), no OpenCL, and some general rendering knowledge.

Maybe I could start with some bug fixing?

Thanks in advance for your acceptance :)

I'm working on Windows, GeForce 1080 GTX, Cuda compute capability 6.1, Intel(R) Xeon(R) CPU E5-2687W v3 @ 3.10GHz, 3101 Mhz, 10 Core(s), 20 Logical Processor(s)
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Dade
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Re: LuxCoreRender Project wants you!

Post by Dade »

chuchur wrote: Fri Jun 25, 2021 9:50 am Maybe I could start with some bug fixing?
Bug fixing can be quite boring, you may look for something a bit more interesting. For instance, we have an implementation of Disney material that is based on the very first Disney SIGGRAPH 2012 paper. It lacks the extensions introduced a couple of years later (SIGGRAPH 2015 course): https://schuttejoe.github.io/post/disneybsdf/
The specular transmission is the interesting part to add.

All the coded you need to touch is limited to the Disney material code so it doesn't require an extensive knowledge of how LuxCore works: https://github.com/LuxCoreRender/LuxCor ... disney.cpp
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chuchur
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Re: LuxCoreRender Project wants you!

Post by chuchur »

Thanks, Dade! It sounds really interesting. I think it is a good topic just to begin with!

I guess PBRT v3 has already Disney 2015 implementation in the source code: https://github.com/mmp/pbrt-v3/blob/mas ... disney.cpp

Hope i can dig into on Weekend :)
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Re: LuxCoreRender Project wants you!

Post by B.Y.O.B. »

When working on materials/textures, I would recommend to only work with the C++ code first. The GPU code can come later and Dade can help you with that, if you try it alone, you will get a major headache ;)
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