BlendLuxCore Development
Re: BlendLuxCore Development
import in the python console works here, too but not in the addon registering script.Dade wrote: ↑Tue Dec 12, 2017 7:24 pm
Yes, it works here:
Code: Select all
>>> import pyluxcore >> pyluxcore.Init() >>> print("LuxCore %s" % pyluxcore.Version()) LuxCore 1.7dev >>>
Re: BlendLuxCore Development
It works fine here, this is the list of steps I have done:
- cloned BlendLuxCore from GitHUB;
- copied pyluxcore.pyd, embree.dll, tbb.dll, OpenImageIO.dll inside the BlendLuxCore/bin directory;
- created a .zip with the BlendLuxCore directory;
- started Blender and installed the .zip from the Add-on User Preferences;
- enabled the add-on;
Re: BlendLuxCore Development
That was it on my machine, now it works
So I now have
- tbb.dll
- embree.dll
- OpenImageIO.dll
- pyluxcore.pyd
Re: BlendLuxCore Development
I made progress with light export, most basic parameters are now in the UI and exportable.
Advanced stuff like light groups or area light IES files are not yet implemented.
The light UI is still work in progress, however it already has a big advantage over old LuxCore: whereever possible, parameters are shared between lights, e.g. gain or color.
This means if you notice you'd rather use a spot light than a point light, you won't have to copy over the color, gain etc. when you switch the light type.
Here's the first LuxBall render with the new addon where all basic components of the scene are supported (materials, textures, area lights, mesh export):
Advanced stuff like light groups or area light IES files are not yet implemented.
The light UI is still work in progress, however it already has a big advantage over old LuxCore: whereever possible, parameters are shared between lights, e.g. gain or color.
This means if you notice you'd rather use a spot light than a point light, you won't have to copy over the color, gain etc. when you switch the light type.
Here's the first LuxBall render with the new addon where all basic components of the scene are supported (materials, textures, area lights, mesh export):
Re: BlendLuxCore Development
The world background lights (sky2, infinite and constantinfinite) will be handled a bit different in the new addon:
They are now available in the world tab.
infinite and constantinfinite are still available under the "Hemi" lamp type because having a lamp is useful to easily rotate the HDRI.
See this video for a demo: https://www.youtube.com/watch?v=SX0BuNu ... yucvtzBkN7
Since the default is now to have a sky2 light in the scene the old problem of new users wondering "why does my scene not export" should be gone.
They are now available in the world tab.
infinite and constantinfinite are still available under the "Hemi" lamp type because having a lamp is useful to easily rotate the HDRI.
See this video for a demo: https://www.youtube.com/watch?v=SX0BuNu ... yucvtzBkN7
Since the default is now to have a sky2 light in the scene the old problem of new users wondering "why does my scene not export" should be gone.
Re: BlendLuxCore Development
Can I say it is fucking awesome and bloody fast ?B.Y.O.B. wrote: ↑Fri Dec 15, 2017 10:52 pm See this video for a demo: https://www.youtube.com/watch?v=SX0BuNu ... yucvtzBkN7
Re: BlendLuxCore Development
All thanks to your work. The support for Blender's bgl buffer and the RTPATHCPU engine were a real game changer.
Re: BlendLuxCore Development
Really weird:
Export with LuxBlend takes 24.3 seconds, export with BlendLuxCore takes 1.1 seconds.
I disabled everything that's not supported by BlendLuxCore (particles, hair, smoke etc.) and set LuxBlend to clay render mode, so they should be equal.
No idea what's going on there...
(obviously the gamma is wrong in BlendLuxCore, on the todo list)
Also one object is missing in BlendLuxCore, need to investigate why.
Export with LuxBlend takes 24.3 seconds, export with BlendLuxCore takes 1.1 seconds.
I disabled everything that's not supported by BlendLuxCore (particles, hair, smoke etc.) and set LuxBlend to clay render mode, so they should be equal.
No idea what's going on there...
(obviously the gamma is wrong in BlendLuxCore, on the todo list)
Also one object is missing in BlendLuxCore, need to investigate why.
Re: BlendLuxCore Development
I wouldn't be surprised if the old code iterate through all triangles (or something with like that) for some reason no one remember anymore
It is why we are doing all this: to trough out of the window years and years of stratification. At some point you have to restart from scratch.
It is why we are doing all this: to trough out of the window years and years of stratification. At some point you have to restart from scratch.