LuxCore standalone questions

Discussion related to the LuxCore functionality, implementations and API.
Fox
Posts: 418
Joined: Sat Mar 31, 2018 11:17 am

Re: LuxCore standalone questions

Post by Fox » Mon Apr 01, 2019 9:19 am

FarbigeWelt wrote:
Mon Apr 01, 2019 7:13 am
Hi Fox,
Very cool work. Looks like I have to get your latest code.
Regards,
FarbigeWelt aka Quantenkristall
Thank you
Here are all the changes i made, if you find something useful in there.
Fox Changes in LuxCoreRender Ui.7z
(170.72 KiB) Downloaded 41 times
Some things you may need to change, like screen refresh time that i have set at 30 sec in uiloop.cpp, (the ui was slow for me with high res rendering on CPU only).
Another thing the default render resolution, that ui starts up with in uiloop.cpp, i have it 6000 x 4500 pix.
And at what resolution ui window loads up with in uiloop.cpp, for my screen 3840x2160 with windows font dpi scale 250%, i use windowWidth = 3823 and windowHeight = 1920.
You may need to scale down font size in imgui_impl_glfw.cpp for smaller screen, it's at 42.

Here is fresh windows opencl build for test run, don't use it for production, i made some other changes for testing core features:
https://drive.google.com/file/d/1m75i1x ... sp=sharing

Fox
Posts: 418
Joined: Sat Mar 31, 2018 11:17 am

Re: LuxCore standalone questions

Post by Fox » Fri May 24, 2019 5:51 pm

I formatted my build drive and now found out the custom fonts were linked to random folder on my drive. :oops:
This is fixed, it looks font from folder "fonts", same location where luxcoreui.exe is.

But now it seems it's possible to replace that font, even after compile, with another font, in folder fonts, if filename remains same, there are no missing characters in new font and the measures are close enough. Theoretically so, i have not tested it.

Also made the scroll bars double wide, default was 16 pix, now it's 32 pix.

Fresh build, Windows 64 opencl, for 4k screen, default render resolution 6000 x 3375, built with latest stable Python, PyInstaller, PySide and numpy.
https://drive.google.com/file/d/1QkMC5E ... sp=sharing

Fox
Posts: 418
Joined: Sat Mar 31, 2018 11:17 am

Re: LuxCore standalone questions

Post by Fox » Mon Jun 17, 2019 12:23 pm

:D Changed the theme colors a little. Aquamarine font color, black title bar changed to bluish gray, tripled the corner rounding.
LuxCoreRender theme update.png

Fox
Posts: 418
Joined: Sat Mar 31, 2018 11:17 am

Re: LuxCore standalone questions

Post by Fox » Thu Dec 19, 2019 8:59 pm

Made fresh windows build with custom ui theme.
Date 19.12.2019
Last commit in GitHub was 25d466d when built.
Oidn v1.1.0

https://drive.google.com/file/d/1QfdDWV ... sp=sharing

Fox
Posts: 418
Joined: Sat Mar 31, 2018 11:17 am

How do you build in Linux?

Post by Fox » Sat Dec 21, 2019 12:49 am

How do you build in Linux?
What python version do i need, it asks 3.7.a, i have installed 3.8.1 and 3.7.3 and Ubuntu 19.10 default 1.7 something.
The ./build won't run at all,
./build-64-sse2 does, but can't find python and also it says opencl disabled.

This part below is little unclear:
1. Unpack LuxCoreRender sources into the subdirectory below 'root' directory
(where scripts are located)
. The subdir with Lux sources may have
any name, however if it contains 'opencl' then OpenCL-enabled
version is compiled (disabled otherwise); if it contains 'dll' then the DLL
version of LuxCore library is compiled; if it contains 'sdk' then the SDK
version of LuxCore library is compiled; if it contains 'pyluxcore' then
only pyluxcore target will be compiled;

This one too:
2. Run the wrapper script passing it the name of LuxCoreRender sources dir
and optionally the stage number:
./build-64-sse2 <lux sources> [stage]


To see a list of valid stage numbers run the script without any
parameters. Specifying a stage allows you to recompile any deps if
needed (however in such a case it's usually better to delete
target-* dir altogether and start from scratch).

If stage number is omitted the script will continue from where it
was previously terminated, i.e. resume compilation of unfinished
deps, or begin compiling LuxCoreRender if all dependencies are in place.

Fox
Posts: 418
Joined: Sat Mar 31, 2018 11:17 am

Re: LuxCore standalone questions

Post by Fox » Thu Dec 26, 2019 7:05 pm

Dade Fixed multiple PhotonGI related regressions.

I replaced font, now it's the same one that's in Blender 2.8 UI called "bfont"

LuxCoreUI_Windows_26.12.2019_824f0b4
https://drive.google.com/file/d/1HiTARN ... sp=sharing

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Dade
Developer
Posts: 4223
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: LuxCore standalone questions

Post by Dade » Thu Dec 26, 2019 7:36 pm

Fox wrote:
Thu Dec 26, 2019 7:05 pm
Dade Fixed multiple PhotonGI related regressions.
BTW, there is one more thing I need to check/fix in PGI.
Support LuxCoreRender project with salts and bounties

Fox
Posts: 418
Joined: Sat Mar 31, 2018 11:17 am

Re: LuxCore standalone questions

Post by Fox » Thu Dec 26, 2019 8:05 pm

Dade wrote:
Thu Dec 26, 2019 7:36 pm
BTW, there is one more thing I need to check/fix in PGI.
I will update my custom ui build link then.

User avatar
Dade
Developer
Posts: 4223
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: LuxCore standalone questions

Post by Dade » Fri Dec 27, 2019 11:01 am

Dade wrote:
Thu Dec 26, 2019 7:36 pm
BTW, there is one more thing I need to check/fix in PGI.
Done.
Support LuxCoreRender project with salts and bounties

Fox
Posts: 418
Joined: Sat Mar 31, 2018 11:17 am

Re: LuxCore standalone questions

Post by Fox » Fri Dec 27, 2019 3:09 pm

LuxCoreUI_Windows_27.12.2019_30c2006
https://drive.google.com/file/d/1l8yBxb ... sp=sharing

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