BlendLuxCore Development

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

Post by epilectrolytics » Fri Jul 05, 2019 1:10 pm

B.Y.O.B. wrote:
Fri Jul 05, 2019 12:52 pm
In the future, if it makes sense to edit some cache property for all caches at once, we could add a panel for this (e.g. for the cache filepath).
That is a very good idea:
To leave everything where it is ATM and create a new panel (persistent cache settings) where all caches can be saved at once!
:D
Last edited by epilectrolytics on Fri Jul 05, 2019 1:34 pm, edited 1 time in total.
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Re: New Light Strategy Tab

Post by epilectrolytics » Fri Jul 05, 2019 1:16 pm

Dade wrote:
Fri Jul 05, 2019 1:00 pm
- Env. Light Visibility Cache is light source associated cache that works only with sky2, infinite and constantinfinite light sources. If you use multiple infinite light sources, you can have multiple caches with different parameters. Technically, it is a light source setting. However no one ever use multiple infinite light sources so just to say how it works.
Thanks for clarification, when you said "it works best with sun light" in the other thread I wrongly concluded it was no infinite light setting any more.
As there is only one world background it should not be possible to use more than one infinite light source!?
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Re: New Light Strategy Tab

Post by lacilaci » Fri Jul 05, 2019 1:22 pm

Dade wrote:
Fri Jul 05, 2019 1:00 pm
epilectrolytics wrote:
Fri Jul 05, 2019 12:39 pm
Env. Light Visibility Cache in the World Tab and
However no one ever use multiple infinite light sources so just to say how it works.
In luxcore multiple infinite lightsources are useles right now. But in future the ability to have a hdri(or sky) for lighting and an hdri for visible rays could be useful. Or a desaturated or somehow else modified hdri for light and another one for visibility.

Or, this could be handled by one infinite light source that is editable with nodes and additional rayswitch node to handle multiple maps used in different ways. Like light path node in cycles

EDIT: one way or another, nodes instead of render settings or light parameters sound more futureproof to me.

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Re: BlendLuxCore Development

Post by B.Y.O.B. » Wed Jul 10, 2019 8:21 pm

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Re: BlendLuxCore Development

Post by provisory » Wed Jul 10, 2019 10:10 pm

B.Y.O.B. wrote:
Wed Jul 10, 2019 8:21 pm
Status update on the 2.8 port:
https://blenderartists.org/t/luxcoreren ... ?u=b.y.o.b
Looking good, thank you for your efforts!

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Re: BlendLuxCore Development

Post by B.Y.O.B. » Sat Jul 13, 2019 6:11 pm

Since a few days I'm working on a "cycles node reader" that translates Cycles nodes to LuxCore materials at export time.
No actual visible node trees are modified, and you can enable/disable the usage of the Cycles nodes for each material at any time.
I have recorded some demo videos about it:
https://youtu.be/VYNwzagnKVE
https://youtu.be/ObzwXWC4iO4
https://youtu.be/s52tluXbasc

Note that it's very early work in progress and only very few nodes (around 5 or so) are supported right now.
There's a lot of work to be done still on this topic.
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Re: BlendLuxCore Development

Post by provisory » Sat Jul 13, 2019 8:19 pm

Wow!

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Re: BlendLuxCore Development

Post by kintuX » Sun Jul 14, 2019 10:25 am

Really good work on 2.80 port.


Got 2.79 Error:
"No valid Camera Response Functions in: C:\CRF\dscs315_5.crf"
& This shows in console:

Code: Select all

Exception ignored in: <bound method LuxCoreRenderEngine.__del__ of <bpy_struct, LuxCoreRenderEngine invalid>>
Traceback (most recent call last):
  File "C:\programi\b279bP\2.79\scripts\addons\BlendLuxCore\engine\__init__.py", line 59, in __del__
    if getattr(self, "session", None):
ReferenceError: StructRNA of type LuxCoreRenderEngine has been removed
[LuxCore][32020.015] [GeForce GTX 1070 Intersect] Memory used for OpenCL image pipeline: 8708Kbytes
[LuxCore][32020.062] [GeForce GTX 1070 Intersect] Memory used for OpenCL image pipeline: 8708Kbytes
[LuxCore][32020.109] [GeForce GTX 1070 Intersect] Memory used for OpenCL image pipeline: 8708Kbytes
Traceback (most recent call last):
  File "C:\programi\b279bP\2.79\scripts\addons\BlendLuxCore\engine\__init__.py", line 114, in view_update
    viewport.view_update(self, context)
  File "C:\programi\b279bP\2.79\scripts\addons\BlendLuxCore\engine\viewport.py", line 47, in view_update
    engine.session = engine.exporter.update(context, engine.session, changes)
  File "C:\programi\b279bP\2.79\scripts\addons\BlendLuxCore\export\__init__.py", line 287, in update
    self.update_session(changes, session)
  File "C:\programi\b279bP\2.79\scripts\addons\BlendLuxCore\export\__init__.py", line 298, in update_session
    session.Parse(self.imagepipeline_cache.props)
RuntimeError: No valid Camera Response Functions in: D:\_Studies\LuxR\_engine\CRF\dscs315_5.crf

location: <unknown location>:-1

What does it mean? Is it LuxCore or BlendLuxCore bug?
Because last time i worked with .crf files they all worked :?
Happens also with one posted here: viewtopic.php?f=4&t=788&p=8183&hilit=crf+film#p8183

Thanks for everything.

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Re: BlendLuxCore Development

Post by zuljin3d » Sun Jul 14, 2019 3:06 pm

B.Y.O.B. wrote:
Sat Jul 13, 2019 6:11 pm
Since a few days I'm working on a "cycles node reader" that translates Cycles nodes to LuxCore materials at export time.
No actual visible node trees are modified, and you can enable/disable the usage of the Cycles nodes for each material at any time.
I have recorded some demo videos about it:
https://youtu.be/VYNwzagnKVE
https://youtu.be/ObzwXWC4iO4
https://youtu.be/s52tluXbasc

Note that it's very early work in progress and only very few nodes (around 5 or so) are supported right now.
There's a lot of work to be done still on this topic.
Wow, cool.
Actualy sorry for my google translate english :)

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Re: BlendLuxCore Development

Post by neo2068 » Sun Jul 14, 2019 6:47 pm

B.Y.O.B. wrote:
Sat Jul 13, 2019 6:11 pm
Since a few days I'm working on a "cycles node reader" that translates Cycles nodes to LuxCore materials at export time.
No actual visible node trees are modified, and you can enable/disable the usage of the Cycles nodes for each material at any time.
Very cool. Nice feature.
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