BlendLuxCore Development

Discussion related to the LuxCore functionality, implementations and API.
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B.Y.O.B.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

Sharlybg wrote: Fri Oct 05, 2018 10:44 am Hi BYOB could you please expose setting to set initial viewport render resolution also. The current pixel size setting is for the whole render preview. I mean a setting simillar to pixel size but for first sampling only.
It would be rather easy to do but it's still a bit of work because it has to be tested on CPU and OpenCL (RTPATHCPU and RTPATHOCL differ a bit, so we have to make sure this setting is consistent). Would be a good job for a new programmer who wants to contribute to the addon.
So it's not a top priority for me right now. You can creat a github issue so I don't forget it.
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Re: BlendLuxCore Development

Post by FarbigeWelt »

FarbigeWelt wrote: Fri Oct 05, 2018 11:01 am I will look closer at this issue to find a simple example (what I tried but was not successful yet).
Well, what ever I‘ve tried yet, using one or several particle system, I was not able to reproduce the blocks in a final render. Test involved: objects, joined meshes, grouped meshes, joined curves, grouped curves displayed wired or as bounds up to 1 million simple or a few thousands complex objects. With complex objects render slowed to 50 k samples per second for openCl path, 2 GPU.

Implementation is rock solid.
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B.Y.O.B.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

I have added a new option to use Bidir engine in viewport.
It is only available if Bidir is selected as final engine.
It's meant to make it possible to preview scenes with complex light paths that can't be handled by the unidirectional RT Path engine.
Video: https://youtu.be/s4mxZtMxNZg
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Sharlybg
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Re: BlendLuxCore Development

Post by Sharlybg »

B.Y.O.B. wrote: Tue Oct 09, 2018 2:32 pm I have added a new option to use Bidir engine in viewport.
It is only available if Bidir is selected as final engine.
It's meant to make it possible to preview scenes with complex light paths that can't be handled by the unidirectional RT Path engine.
Video: https://youtu.be/s4mxZtMxNZg
Thanks you !
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FarbigeWelt
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Re: BlendLuxCore Development

Post by FarbigeWelt »

B.Y.O.B. wrote: Tue Oct 09, 2018 2:32 pm I have added a new option to use Bidir engine in viewport.
It is only available if Bidir is selected as final engine.
It's meant to make it possible to preview scenes with complex light paths that can't be handled by the unidirectional RT Path engine.
Video: https://youtu.be/s4mxZtMxNZg
Thank you very much! This feature is very appreciated.
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lacilaci
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Re: BlendLuxCore Development

Post by lacilaci »

Can random node/object info be ported from cycles to luxcore so that we can randomize things like hue, saturation or even textures per objects?
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

See viewtopic.php?f=5&t=635
I have finished the implementation and opened a pull request: https://github.com/LuxCoreRender/LuxCore/pull/145
If it passes the review and gets merged, it will be available in the next release.
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Re: BlendLuxCore Development

Post by lacilaci »

B.Y.O.B. wrote: Mon Oct 15, 2018 11:40 am See viewtopic.php?f=5&t=635
I have finished the implementation and opened a pull request: https://github.com/LuxCoreRender/LuxCore/pull/145
If it passes the review and gets merged, it will be available in the next release.
oh boy, that's good news
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Re: BlendLuxCore Development

Post by lacilaci »

By the way, if there is at any point any experimental version of blendluxcore for 2.8 then let me know. 2.8 is now very important for my workflow so I'm willing to use experimental and daily builds.
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Re: BlendLuxCore Development

Post by Mango3 »

if there is at any point any experimental version of blendluxcore for 2.8 then let me know
I cannot speak for the developers, just try to explain why plug-in developers prefer to wait before they start working on the new Blender version. Blender 2.8 beta is not yet out and the Python API and documentation to it needs to be finalized first. Blender 2.8 will be released officially beginning of next year, so there is still some time left.

On GitHub you can follow the status on the issue tracker:
https://github.com/LuxCoreRender/BlendL ... issues/166
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