LuxCoreUI config error

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chafouin
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LuxCoreUI config error

Post by chafouin »

I wanted to try the new chromatic aberration in LuxCoreUI as it's not in BlendLuxCore yet, and I'm getting this error when trying to load the LuxCore scene I saved from Blender:

RenderConfig loading error:
bad lexical cast: source type value could not be interpreted as target
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B.Y.O.B.
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Re: LuxCoreUI config error

Post by B.Y.O.B. »

This usually means some locale mismatch, using commas in one program and dots in another as decimal points.

By the way, non-uniform chromatic aberration is now supported in the addon.
CodeHD
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Re: LuxCoreUI config error

Post by CodeHD »

I've just encountered the same issue.

It looks to me as if the mateiral/volume ids in the scene files have comma separation at the 1000's locations, i.e., like "1,600,508" instead of "1600508".

If I compare to old scene files, I see the latter case.
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Dade
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Re: LuxCoreUI config error

Post by Dade »

It is this problem: https://github.com/LuxCoreRender/LuxCore/issues/390

Try to change this setting: https://github.com/LuxCoreRender/LuxCor ... -639427290

Blender apparently breaks C locale settings when you set English (i.e it starts to print numbers with "," separator for thousands).
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CodeHD
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Re: LuxCoreUI config error

Post by CodeHD »

Indeed, that setting affects it.

Unfortunately, it just changes the separator to a dot instead of comma :/
Martini
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Re: LuxCoreUI config error

Post by Martini »

I am being affected by this issue also (it makes exporting scenes to the standalone application unusable). Would it be possible to avoid completely using locale settings when exporting? I don't see a reason why you'd want to apply any locale to numeric IDs and such.
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Dade
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Re: LuxCoreUI config error

Post by Dade »

Martini wrote: Thu Aug 13, 2020 7:35 am I am being affected by this issue also (it makes exporting scenes to the standalone application unusable). Would it be possible to avoid completely using locale settings when exporting? I don't see a reason why you'd want to apply any locale to numeric IDs and such.
You can export in binary format to work around the problem.

The problem is that Blender seems to change a global C setting (i.e. the C locale) and this has as side effect to break LuxCore output. If I fix the C locale, I'm likely to fix LuxCore output but to break Blender. So I'm must find a work around. All the concept of the C locale solution is well know to be pretty much broken and a bad idea.
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