BlendLuxCore Development

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

Post by Piita » Wed Dec 20, 2017 7:53 pm

Ah, thanks, that would be nice. I'm on win10
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Wed Dec 20, 2017 7:58 pm


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Re: BlendLuxCore Development

Post by B.Y.O.B. » Wed Dec 20, 2017 9:39 pm

After 2 days of fucking around with OpenGL in Blender and cursing a lot, the color management now works in the viewport.
Don't mind that the image is upside down. That's a slight drawback we have to live with :P

https://youtu.be/HJTdc983JNU

So, we can finally say goodbye to weird hacks like

Code: Select all

        if context:
            # Viewport render needs gamma correction
            definitions["film.imagepipeline.1.type"] = "GAMMA_CORRECTION"
            definitions["film.imagepipeline.1.value"] = 2.2
        else:
            # Final render needs to be made darker so it matches viewport
            # TODO this is hopefully no longer necessary once we can use
            # the Blender colorspace fragment shader in viewport drawing
            definitions["film.imagepipeline.1.type"] = "TONEMAP_LINEAR"
            definitions["film.imagepipeline.1.scale"] = 1 / 2.25

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Re: BlendLuxCore Development

Post by B.Y.O.B. » Thu Dec 21, 2017 1:24 am

Spooky.
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Re: BlendLuxCore Development

Post by Piita » Thu Dec 21, 2017 4:11 am

:lol:
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Thu Dec 21, 2017 10:52 am

Basic volume export.
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Thu Dec 21, 2017 3:48 pm

I now added a workaround to the Blender bug: https://github.com/LuxCoreRender/BlendLuxCore/issues/12
However it's very hacky. Basically I create a second pointer: object -> material_node_tree because the pointer material -> material_node_tree is not saved.

This will hopefully make testing more pleasant until the bug is fixed.
Gets really annoying to always re-create the same basic node trees :roll:

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Re: BlendLuxCore Development

Post by Sharlybg » Thu Dec 21, 2017 4:28 pm

B.Y.O.B. wrote:
Thu Dec 21, 2017 3:48 pm
I now added a workaround to the Blender bug: https://github.com/LuxCoreRender/BlendLuxCore/issues/12
However it's very hacky. Basically I create a second pointer: object -> material_node_tree because the pointer material -> material_node_tree is not saved.

This will hopefully make testing more pleasant until the bug is fixed.
Gets really annoying to always re-create the same basic node trees :roll:
Is there any difference between the workaround and a normal fix by blender foundation ? by the way good jobs ;)
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Thu Dec 21, 2017 6:24 pm

Is there any difference between the workaround and a normal fix by blender foundation ?
Yes, a huge difference. The workaround is not a fix.
For example, it only allows one material per object.
And viewport material updates do not work with this workaround.

It is not here to stay, just to bridge the few weeks (hopefully) until the bug is fixed by the Blender developers.
It really is a bad hack.

I guess I don't really need to say this, but just to be clear:
Do not create any .blend files with the current state of the addon and expect them to work later!
Until we release the first stable version.
Before the stable version there will probably be a few alpha/beta releases for testing. For them the same statement is valid.

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Re: BlendLuxCore Development

Post by Sharlybg » Fri Dec 22, 2017 12:31 pm

I guess I don't really need to say this, but just to be clear:
Do not create any .blend files with the current state of the addon and expect them to work later!
Until we release the first stable version.
Before the stable version there will probably be a few alpha/beta releases for testing. For them the same statement is valid.
will continue to do project and tutorial with only normal shader now i have the habit and i'am a bit faster now ;) . Hope blender Devs will strive with you.
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