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. » Thu Oct 15, 2020 2:34 pm

Yes, it doesn't look like a bug to me.

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Sharlybg
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Re: BlendLuxCore Development

Post by Sharlybg » Mon Nov 16, 2020 12:36 pm

Just have this idea that can be really helpfull in many cases :

The possiblity to export render settings so that someone can just load it and render a project without typing every single digit by hand.
Would be very usefull ;)
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14AUDDIN
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Re: BlendLuxCore Development

Post by 14AUDDIN » Mon Nov 16, 2020 5:35 pm

Wanted to ask, could a "Factor" slider be added to the HSV node and the Color Math node when set to Add, Substract and Multiply?
This could used together with the random per Island node to add slight color variations to different objects with the same Material.
Cycles:
blender_2020-11-16_17-34-17.png
Attachments
blender_2020-11-16_17-34-17.png
blender_2020-11-16_17-34-17.png (13.66 KiB) Viewed 2438 times

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Re: BlendLuxCore Development

Post by B.Y.O.B. » Mon Nov 16, 2020 5:44 pm

Just mix the output with the unmodified input (with a math mix node).

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Sharlybg
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Re: BlendLuxCore Development

Post by Sharlybg » Tue Nov 17, 2020 1:25 pm

Another good request.
there is an efficient behaviour when moving timeline bar in Blender cycles with the viewport set to rendered. The viewport render only update when user stop moving the bar. It is the same for scene editing the viewport is update just after the user enter parameters so it stay responssive.
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Re: BlendLuxCore Development

Post by BruceXu » Thu Jan 28, 2021 2:03 am

Sharlybg wrote:
Thu Apr 16, 2020 6:47 pm
Thanks for the reply. Yes this is what i get currently with dot. But my purpose is to use dot texture for flakes layer in a carpaint shader.

Image

I know the cycles voronoi cells texture work great.
Recently, I've been working on the carpaint material of arnold, which has the flakes function, which is similar to the picture you sent. emm... I want to get your shader or blender file to learn how to implement similar functions in luxcore.

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Sharlybg
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Re: BlendLuxCore Development

Post by Sharlybg » Thu Jan 28, 2021 8:41 am

Maybe you don't know but you already have it :

just press N in viewport to enable N-Panel and from the panel go to luxcore online library (i assume that engine is set to Luxcore).
From the Luxcoreonlinelibrary select material icon down in category MISC(4) select the purple ball to assign it to anything you have in the 3D view.
As there is a small error (need update , in fact the specular 3 chanel shouldn't be connected to the constant color node) on the shader:

BLEND
Carpaint.blend
(1.88 MiB) Downloaded 33 times
carpaint.jpg
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TAO
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Re: BlendLuxCore Development

Post by TAO » Thu Jan 28, 2021 10:35 am

Very nice feature, I did not know you implement an online material library.
I certainly need to check that and if it's possible investigate how can implement it into 3dsmax.
Omid Ghotbi (TAO)
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Sharlybg
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Re: BlendLuxCore Development

Post by Sharlybg » Thu Jan 28, 2021 10:50 am

TAO wrote:
Thu Jan 28, 2021 10:35 am
Very nice feature, I did not know you implement an online material library.
I certainly need to check that and if it's possible investigate how can implement it into 3dsmax.
To be precise Neo2068 is the Library Dev. I just provide the assets ;)
The locked asset can be download here : https://blendermarket.com/creators/draviastudio
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Sun Jan 31, 2021 2:49 pm

I have implemented a Python fallback for custom normal export, which is used if the fast C++ export is not supported for a Blender version.
This means custom normals will now always be supported.

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