BlendLuxCore Development

Discussion related to the LuxCore functionality, implementations and API.
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u3dreal
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Re: BlendLuxCore Development

Post by u3dreal » Tue Jan 21, 2020 1:51 pm

Yes solving this dynamically would be best.
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B.Y.O.B.
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Tue Jan 21, 2020 1:59 pm

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.

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u3dreal
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Re: BlendLuxCore Development

Post by u3dreal » Tue Jan 21, 2020 3:22 pm

Oh yes it is part of the define .... that's bad
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Sat Jan 25, 2020 12:21 pm

DLSC and Env. light cache persistence are now supported.

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Re: BlendLuxCore Development

Post by B.Y.O.B. » Thu Feb 06, 2020 11:54 am

BlendLuxCore can now read some basic Cycles world and light settings. For more info see https://github.com/LuxCoreRender/BlendL ... issues/272
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Cycles
Cycles
LuxCore
LuxCore

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Sharlybg
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Re: BlendLuxCore Development

Post by Sharlybg » Thu Feb 06, 2020 12:11 pm

Woahou this is a nice touch ! :)

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Re: BlendLuxCore Development

Post by Racleborg » Thu Feb 06, 2020 12:42 pm

This is great, thanks! :D

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Re: BlendLuxCore Development

Post by Harvester » Thu Feb 06, 2020 3:15 pm

Very interesting! Thank you.

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Re: BlendLuxCore Development

Post by B.Y.O.B. » Thu Feb 27, 2020 3:12 pm

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()
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Capture.PNG

evacnoc
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Re: BlendLuxCore Development

Post by evacnoc » Sat Mar 14, 2020 5:08 pm

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! :)

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