BlendLuxCore Development

Discussion related to the LuxCore functionality, implementations and API.
epilectrolytics
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Re: BlendLuxCore Development

Post by epilectrolytics »

First BlendLuxCore CUDA version is now released but GPU rendering does not work yet on my Win10 PC with 2x RTX 2070, instead I get an error telling me the hardware string lenght should be 4 instead of 2.
zuljin3d
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Re: BlendLuxCore Development

Post by zuljin3d »

Image
same problem

btw,everything works fine in luxcoreUI (gtx960)
Actualy sorry for my google translate english :)
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Dade
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Re: BlendLuxCore Development

Post by Dade »

zuljin3d wrote: Sat Apr 25, 2020 5:07 pm Image
same problem

btw,everything works fine in luxcoreUI (gtx960)
It happens if you are using the CUDA version (i.e. your GPU is now listed 2 times, one has OpenCL and one as CUDA device) and it requires a (small) fix of BlendLuxCore code.
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B.Y.O.B.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

Dade wrote: Sat Apr 25, 2020 6:50 pm and it requires a (small) fix of BlendLuxCore code.
Is the fix already described somewhere? I didn't follow this stuff closely.
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Re: BlendLuxCore Development

Post by Dade »

B.Y.O.B. wrote: Sat Apr 25, 2020 7:42 pm
Dade wrote: Sat Apr 25, 2020 6:50 pm and it requires a (small) fix of BlendLuxCore code.
Is the fix already described somewhere? I didn't follow this stuff closely.
I assume you are composing the "select" string counting only OpenCL devices while now the list of devices returned includes CUDA device too :?:

The properties returned by LuxCore API already tell you everything (device type, etc.) ... I must admit I was expecting it would have work out of the box, are you explicitly counting only OpenCL devices ?
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Sharlybg
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Re: BlendLuxCore Development

Post by Sharlybg »

Blendluxcore don't work with blender object isolation mode Numpad key "/". It a pretty old behaviour but I though we should change it now :mrgreen:
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

I have worked on local view support a bit in a branch: https://github.com/LuxCoreRender/BlendL ... local_view
But it's ugly stuff, supporting it will make all object visibility checks slower, potentially leading to worse performance in scenes with many particles or other objects. There were also some bugs left where objects don't have the right visibility when entering/leaving local view during a viewport render.

I would like to support it, but in the current state I won't merge this patch.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

Thanks to a patch from zareami10, viewport denoising now works with transparent film.
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lacilaci
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Re: BlendLuxCore Development

Post by lacilaci »

Oh, that's nice!
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Sharlybg
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Re: BlendLuxCore Development

Post by Sharlybg »

Thanks Zareami10 ! It was pretty annoying sometime to not get denoiser in transparent condition. ;)
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