BlendLuxCore Development
BlendLuxCore Development
Thread for talking about BlendLuxCore development.
Open issues: https://github.com/LuxCoreRender/BlendLuxCore/issues
Currently I discovered this bug and am waiting for confirmation.
Have to wait for a fix before I can continue the work on the material node editor.
Open issues: https://github.com/LuxCoreRender/BlendLuxCore/issues
Currently I discovered this bug and am waiting for confirmation.
Have to wait for a fix before I can continue the work on the material node editor.
Re: BlendLuxCore Development
Hi B.Y.O.B.!
I tried to install the new WIP exporter on windows and Blender 2.79 but when I try to activate it, I get an error.
I copied the needed DLLs into the bin directory of the addon.
However, when I restart blender and register it manually it works and I can use the engine (same code fails, if I execute it in the same Blender session after failed activation in user preferences).
Do you have clue, why the activation and registering fails? Is it an other code path?
I tried to install the new WIP exporter on windows and Blender 2.79 but when I try to activate it, I get an error.
Code: Select all
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\modules\addon_utils.py", line 331, in enable
mod = __import__(module_name)
File "F:\Users\Michael\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\LuxCoreRenderEngine\__init__.py", line 8, in <module>
from . import engine, nodes, operators, properties, ui
File "F:\Users\Michael\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\LuxCoreRenderEngine\engine\__init__.py", line 3, in <module>
from ..bin import pyluxcore
ImportError: DLL load failed: Die angegebene Prozedur wurde nicht gefunden.
However, when I restart blender and register it manually it works and I can use the engine (same code fails, if I execute it in the same Blender session after failed activation in user preferences).
Code: Select all
import os
os.chdir('F:\\Users\\Michael\\AppData\\Roaming\\Blender Foundation\\Blender\\2.79\\scripts\\addons\\LuxCoreRenderEngine')
import LuxCoreRenderEngine
LuxCoreRenderEngine.register()
Re: BlendLuxCore Development
I started to write this addon on Windows, everything worked back then.
Since the re-boot I only worked on it on Linux.
A few days ago I tried it on Windows and ran into errors just like you did, but I did not have the patience to fix it yet.
At least this means that all the needed DLLs are there, so we can rule out missing DLLs.
I thought it might be a Python version mismatch (latest Blender uses 3.6), we should check again which Python version LuxCore uses and what Blender 2.79 uses.
edit: What I found so far:
Since the re-boot I only worked on it on Linux.
A few days ago I tried it on Windows and ran into errors just like you did, but I did not have the patience to fix it yet.
Interesting...
At least this means that all the needed DLLs are there, so we can rule out missing DLLs.
I thought it might be a Python version mismatch (latest Blender uses 3.6), we should check again which Python version LuxCore uses and what Blender 2.79 uses.
edit: What I found so far:
- Official Blender 2.79 uses Python 3.5.3
- The version in WindowsCompileDeps is 3.5.1: https://github.com/LuxCoreRender/Window ... evel.h#L26
- My LuxCore build on Linux seems to use Python 3.4, but I have no idea how to change that (and it's working)
- Latest Blender master uses Python 3.6, but on Linux my pyluxcore built with 3.4 works there, too.
Re: BlendLuxCore Development
Fixed two critical bugs: https://github.com/LuxCoreRender/BlendL ... projects/1 (see DONE section)
Re: BlendLuxCore Development
Does this mean that we can we can work with material without lose them when we import assets in new/other projects ? ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Re: BlendLuxCore Development
In theory, yes, that's how the new Datablock ID properties work.
In practice, there's a bug that needs to get fixed first: https://developer.blender.org/T53509
by the way, at future BlendLuxCore developers: I created an overview of the project structure: https://github.com/LuxCoreRender/BlendL ... ructure.md
I hope it helps to quickly understand how the addon works.
If you have any questions or if you think something's not optimal, contact me.
You have a fresh new look on the code, while I am blind because I'm used to it.
In practice, there's a bug that needs to get fixed first: https://developer.blender.org/T53509
by the way, at future BlendLuxCore developers: I created an overview of the project structure: https://github.com/LuxCoreRender/BlendL ... ructure.md
I hope it helps to quickly understand how the addon works.
If you have any questions or if you think something's not optimal, contact me.
You have a fresh new look on the code, while I am blind because I'm used to it.
Re: BlendLuxCore Development
Hi, I found a great article about automated testing using Travis CI for Blender addons: https://anzui.de/en/blog/2015-05-21/
I'd like to try that with BlendLuxCore. Travis CI needs permissions to access the LuxCoreRender organization's repositories.
I sent a request, it should come by mail.
I just see that you already approved it, thanks.
I'd like to try that with BlendLuxCore. Travis CI needs permissions to access the LuxCoreRender organization's repositories.
I sent a request, it should come by mail.
I just see that you already approved it, thanks.
Re: BlendLuxCore Development
Implemented the basic structure for light export, still much to do.
https://www.youtube.com/watch?v=edd1YLG ... yucvtzBkN7
https://www.youtube.com/watch?v=edd1YLG ... yucvtzBkN7