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Re: BlendLuxCore Development

Posted: Tue Dec 12, 2017 7:26 pm
by Dade
BTW, python35.dll is not required.

Re: BlendLuxCore Development

Posted: Tue Dec 12, 2017 7:28 pm
by neo2068
Dade wrote: Tue Dec 12, 2017 7:24 pm
Dade wrote: Tue Dec 12, 2017 7:15 pm
B.Y.O.B. wrote: Tue Dec 12, 2017 6:39 pm I have these files in the bin folder:
  • tbb.dll
  • embree.dll
  • python35.dll
  • pyluxcore.pyd
OpenImageIO.dll, going to check if it is the one missing.

Yes, it works here:

Code: Select all

>>> import pyluxcore
>> pyluxcore.Init()
>>> print("LuxCore %s" % pyluxcore.Version())
LuxCore 1.7dev

>>> 
import in the python console works here, too but not in the addon registering script.

Re: BlendLuxCore Development

Posted: Tue Dec 12, 2017 9:26 pm
by Dade
neo2068 wrote: Tue Dec 12, 2017 7:28 pm import in the python console works here, too but not in the addon registering script.
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;
and it works. I'm using fresh Blender installation downloading the latest Blender form blender.org. Do you have some kind of conflict with some other old LuxBlend version ?

Re: BlendLuxCore Development

Posted: Tue Dec 12, 2017 9:35 pm
by B.Y.O.B.
Dade wrote: Tue Dec 12, 2017 7:24 pm OpenImageIO.dll, going to check if it is the one missing.
That was it on my machine, now it works :D
So I now have
  • tbb.dll
  • embree.dll
  • OpenImageIO.dll
  • pyluxcore.pyd
With Blender 2.79

Re: BlendLuxCore Development

Posted: Fri Dec 15, 2017 5:58 pm
by B.Y.O.B.
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):

Re: BlendLuxCore Development

Posted: Fri Dec 15, 2017 10:52 pm
by B.Y.O.B.
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.

Re: BlendLuxCore Development

Posted: Fri Dec 15, 2017 11:04 pm
by Dade
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
Can I say it is fucking awesome and bloody fast ? :mrgreen:

Re: BlendLuxCore Development

Posted: Fri Dec 15, 2017 11:55 pm
by B.Y.O.B.
All thanks to your work. The support for Blender's bgl buffer and the RTPATHCPU engine were a real game changer.

Re: BlendLuxCore Development

Posted: Sun Dec 17, 2017 6:14 pm
by B.Y.O.B.
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.

Re: BlendLuxCore Development

Posted: Sun Dec 17, 2017 6:44 pm
by Dade
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 :roll:

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.