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Re: BlendLuxCore Development

Posted: Tue Jan 21, 2020 1:51 pm
by u3dreal
Yes solving this dynamically would be best.

Re: BlendLuxCore Development

Posted: Tue Jan 21, 2020 1:59 pm
by B.Y.O.B.
u3dreal wrote:
Tue Jan 21, 2020 1:51 pm
Yes solving this dynamically would be best.
Unfortunately it has to be implemented in Blender itself, an addon doesn't have the necessary powers.

Re: BlendLuxCore Development

Posted: Tue Jan 21, 2020 3:22 pm
by u3dreal
Oh yes it is part of the define .... that's bad

Re: BlendLuxCore Development

Posted: Sat Jan 25, 2020 12:21 pm
by B.Y.O.B.
DLSC and Env. light cache persistence are now supported.

Re: BlendLuxCore Development

Posted: Thu Feb 06, 2020 11:54 am
by B.Y.O.B.
BlendLuxCore can now read some basic Cycles world and light settings. For more info see https://github.com/LuxCoreRender/BlendL ... issues/272

Re: BlendLuxCore Development

Posted: Thu Feb 06, 2020 12:11 pm
by Sharlybg
Woahou this is a nice touch ! :)

Thanks BYOB !

Re: BlendLuxCore Development

Posted: Thu Feb 06, 2020 12:42 pm
by Racleborg
This is great, thanks! :D

Re: BlendLuxCore Development

Posted: Thu Feb 06, 2020 3:15 pm
by Harvester
Very interesting! Thank you.

Re: BlendLuxCore Development

Posted: Thu Feb 27, 2020 3:12 pm
by B.Y.O.B.
There is now a script to convert scenes from v2.2 or before to v2.3, since we had some changes that broke backwards compatibility (see the release logs of v2.3 for details).
You can run the converter with the big button in the new LuxCore Tools panel in the render properties.

Note that if your v2.2 scene had linear tonemapper gain set to 1 and auto tonemapping disabled, the converter can not decide wether these settings were chosen by you or were set because they are the new defaults. It will show a warning in this case and you have to change these settings back to the old defaults (gain 0.5 and auto tonemapping enabled) if necessary.

In case you have many scenes and want to automate the conversion task, you can also call the operator from the console or a Python script:

Code: Select all

bpy.ops.luxcore.convert_to_v23()

Re: BlendLuxCore Development

Posted: Sat Mar 14, 2020 5:08 pm
by evacnoc
Just noticed HDRI rotation doesn't match Eevee: BlendLuxCore Hdri Rot = 360 - Eevee Hdri Rot.

Otherwise, the Cycles scene reader is very nice! But in my opinion the "Use Cycles Settings" feature should separates Materials, Lights and Camera.
I hope translucency and texture coordinate + mapping are next on the list! :)