Yes, the Blender devs removed it.
neo2068 moved the hemi options into the sun light menu, you have to change the sun type to "hemi" to see them.
BlendLuxCore Development
Re: BlendLuxCore Development
I'll grab proxy topic...
- it doesn't require any coding of proxy display
- it's extremely fast as blender loads only manually decimated mesh, not full one and generating view
- after heavy decimation blender leaves edges on hi-poly objects, this looks really good on trees (screen attached)
- you can precisely decimate original mesh so it can even cast shadows
- you actually see where geometry is so it's way easier to put stuff into scene and avoid collisions
- you can use any geometry like billboarded view of tree using 6 triangles and get proxy display
This one is still heavy to display (10% of faces), but I keep both meshes inside external blend file so I can generate both original proxy and have decimated one. It requires a bit of work, but considering creation of whole asset it's very little.
Link to github issue: https://github.com/LuxCoreRender/BlendL ... issues/110
As @lacilaci said problem with point cloud based on vertices is you can't actually see where triangles are, so medium-poly and low-poly objects are just mess and you can't see actual object shape. Besides it requires special rendering and coding. That's why suggested very simple solution from indigo render, where you have proxy linked to mesh, not object. This solution has some neat advantages:lacilaci wrote: ↑Tue Sep 25, 2018 7:06 am Well random vertices is good enough. As long as they are distributed evenly around the whole volume, not based on mesh density. Which was a problem in first versions of vray proxy display in max afaik. Where, for example, since trees have more polys where leaves are, vertex/cloud display picked those vertices at first so you had to request very big amount of display vertices to see where trunk is placed.
- it doesn't require any coding of proxy display
- it's extremely fast as blender loads only manually decimated mesh, not full one and generating view
- after heavy decimation blender leaves edges on hi-poly objects, this looks really good on trees (screen attached)
- you can precisely decimate original mesh so it can even cast shadows
- you actually see where geometry is so it's way easier to put stuff into scene and avoid collisions
- you can use any geometry like billboarded view of tree using 6 triangles and get proxy display
This one is still heavy to display (10% of faces), but I keep both meshes inside external blend file so I can generate both original proxy and have decimated one. It requires a bit of work, but considering creation of whole asset it's very little.
Link to github issue: https://github.com/LuxCoreRender/BlendL ... issues/110
-
- Donor
- Posts: 790
- Joined: Thu Oct 04, 2018 6:06 am
Re: BlendLuxCore Development
Apparently certain Intel libraries handicap AMD, especially Ryzen Processors by not utilizing certain implemented accelerators.
This pertains also for NumPy. I don't understand anything about coding, but isn't this a part of Blender / LuxCore too?
Some peeps have noticed and develop workarounds (sorry for links in german language):
https://www.computerbase.de/2019-11/mkl ... amd-ryzen/
https://www.pugetsystems.com/labs/hpc/A ... BLAS-1560/
https://www.computerbase.de/forum/threa ... h.1906201/
This pertains also for NumPy. I don't understand anything about coding, but isn't this a part of Blender / LuxCore too?
Some peeps have noticed and develop workarounds (sorry for links in german language):
https://www.computerbase.de/2019-11/mkl ... amd-ryzen/
https://www.pugetsystems.com/labs/hpc/A ... BLAS-1560/
https://www.computerbase.de/forum/threa ... h.1906201/
Re: BlendLuxCore Development
It is used only by BlendLuxCore to format the exported data in a suitable layout, it is not used by LuxCore and not involved in anyway in the rendering process.epilectrolytics wrote: ↑Tue Nov 19, 2019 11:31 am I don't understand anything about coding, but isn't this a part of Blender / LuxCore too?
-
- Donor
- Posts: 790
- Joined: Thu Oct 04, 2018 6:06 am
Re: BlendLuxCore Development
Good to know, thanks!
Re: BlendLuxCore Development
Working on the mesh pipeline, aka shape modifiers in LuxCore:
Re: BlendLuxCore Development
Looks great !
check out my newest stuff http://q3de.com/research/
portfolio http://q3de.com/
MB Pro i7 2.3Ghz, IrisPro 1.5GB, GTX750m 2GB - BigSur
Xeon X5650@4Ghz, RX 5700 - BigSur , Windows 10, Ubuntu 20.04
portfolio http://q3de.com/
MB Pro i7 2.3Ghz, IrisPro 1.5GB, GTX750m 2GB - BigSur
Xeon X5650@4Ghz, RX 5700 - BigSur , Windows 10, Ubuntu 20.04
Re: BlendLuxCore Development
I am working on multiple UV map and vertex color support for the Blender addon.
Re: BlendLuxCore Development
Nice!
However, I would not add the UV dropdown as a property of the image texture.
It is a property of the 2d/3d mapping, see viewtopic.php?f=5&t=1558#p17979
So it should be added to the 2d/3d mapping nodes (3d mapping should only show it in the UI if the mode is set to "UV").