BlendLuxCore Development

Discussion related to the LuxCore functionality, implementations and API.
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B.Y.O.B.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

Very cool that you're contributing :D
The procedure is:
  • Create a fork of the BlendLuxCore repository on GitHub
  • Clone your fork to your local computer
  • Modify the files
  • Commit your changes
  • Push your commit to your fork repository
  • Create a pull request (request me to pull your changes into the main BlendLuxCore repository)
  • Then I'll review your pull request, maybe give you tips or ask to change something, and when everything is ok I will merge the pull request into the main BlendLuxCore repository
I hope this does not look intimidating, it's not too complicated. You can find help on all of these steps on github or the internet - or ask me if you're stuck somewhere.
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Sharlybg
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Re: BlendLuxCore Development

Post by Sharlybg »

It's sure he is far from me even in my dreams i can't do this :lol: while now i can read a code and get a good understanding of what is happening !
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B.Y.O.B.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

Pointiness support:
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Sharlybg
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Re: BlendLuxCore Development

Post by Sharlybg »

Pointiness support:
nice work dude, i juste realise that i forget this importante feature.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

Added the last 3 missing textures:
UV, Checkerboard 2D and Normalmap.
Note that the option to create an implicit normalmap already existed for the imagemap texture (because it's convenient), but this "free" normalmap node allows to use any color input as a normalmap, like the clouds texture in the example.
I doubt many users will need that flexibility, but it's nice to have.

The UV texture is mainly for testing your UV layout, seeing the tiling patterns better etc.
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Sharlybg
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Re: BlendLuxCore Development

Post by Sharlybg »

this "free" normalmap node allows to use any color input as a normalmap, like the clouds texture in the example.
I doubt many users will need that flexibility, but it's nice to have.
You're telling me that i'm no longer forced to create normal map outside of luxcore :shock: .Did never mind this possible. this is simply a great time saver thanks you clever man ;). Be sure i will abuse of this until i get drunk :lol:
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

No, you still have to use a normalmap as input to the normalmap node.
The normalmap texture in LuxCore just converts the colors (RGB) to an internal XYZ bump representation.

I guess we could write an image preprocessor that generates a normalmap from a diffuse texture before the rendering starts (like my normalmapgenerator does). Not sure if that's a good idea.
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Re: BlendLuxCore Development

Post by Luximage »

Great news very nice features, congrats to the team.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

I created a workaround for the band node animation problem: You can now press a button next to a band node item to add/remove a keyframe.
Demo: https://youtu.be/GvlbEW1P2fk
Commit (rather horrible code): https://github.com/LuxCoreRender/BlendL ... 19d0e93dde
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Re: BlendLuxCore Development

Post by Philstix »

The lastest download for Linux from https://github.com/LuxCoreRender/BlendL ... opencl.zip seems to be missing the file /nodes/textures/blendernoise.py, /nodes/textures/checkerboard2d.py and /nodes/textures/normalmap.py

Code: Select all

ImportError: No module named 'BlendLuxCore.nodes.textures.blendernoise'

Code: Select all

ImportError: No module named 'BlendLuxCore.nodes.textures.checkerboard2d'

Code: Select all

ImportError: No module named 'BlendLuxCore.nodes.textures.normalmap'
My github repo clone has them, so I suspect they got missed from the archive.

(... a bit later ...)

Doh! :oops: I just realised the problem is caused by my copying the /nodes/textures/__init__.py over from the git clone. Presumably that means the alpha4 download doesn't include them yet.
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