Mac OS

Discussion related to the Engine functionality, implementations and API.
mick
Posts: 60
Joined: Mon May 21, 2018 7:57 pm

Re: Mac OS

Post by mick » Tue Nov 06, 2018 3:01 pm

Just tried LCR 2.1a4 on my MacBook pro.

I'm missing the LuxCore Light types. There are just the 5 blender types (point, sun, spot, hemi, area). The LuxCore materials are there.

And when I try to render one of the two LuxCore sample, it immediately crashes.

BTW: For my MBP with Intel Iris graphics I should not use the openCL version, right? I tried both without noticing any difference.

Please tell me if I did something wrong, or I can help with more information.

Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY

Application Specific Information:
abort() called

User avatar
Dade
Developer
Posts: 1458
Joined: Mon Dec 04, 2017 8:36 pm

Re: Mac OS

Post by Dade » Tue Nov 06, 2018 3:49 pm

mick wrote:
Tue Nov 06, 2018 3:01 pm
BTW: For my MBP with Intel Iris graphics I should not use the openCL version, right?
Yup, MacOS has quite some problem with its OpenCL drivers but Intel GPUs are barely able to render the most simple scenes even on Windows/Linux.
Support LuxCoreRender project with salts and bounties

User avatar
B.Y.O.B.
Developer
Posts: 1730
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: Mac OS

Post by B.Y.O.B. » Tue Nov 06, 2018 4:10 pm

mick wrote:
Tue Nov 06, 2018 3:01 pm
I'm missing the LuxCore Light types. There are just the 5 blender types (point, sun, spot, hemi, area).
Can you go into more detail?
Support LuxCoreRender project with salts and bounties

mick
Posts: 60
Joined: Mon May 21, 2018 7:57 pm

Re: Mac OS

Post by mick » Tue Nov 06, 2018 6:15 pm

I'm know very little about blender. Until now I just used pyluxcore to generate and render scenes. Now I'm trying to do some visualisations of single ray paths. For that I wanted to place lasers in a scene with scattering medias.

Maybe I mis-understand some basics of blender. I switched the renderer to luxcore. Then in the "create" panel under lamp there are still the 5 types of blender. How can I add a little source of one of the other types documented in "LuxCore SDL Reference Manual v2.0". In standalone python scripts they work fine.

Code: Select all

2.7	Light sources
2.7.1	Common parameters
2.7.2	Type: sun
2.7.3	Type: sky2
2.7.4	Type: infinite
2.7.5	Type: point
2.7.6	Type: mappoint
2.7.7	Type: sphere
2.7.8	Type: mapsphere
2.7.9	Type: spot
2.7.10	Type: projection
2.7.11	Type: constantinfinite
2.7.12	Type: sharpdistant
2.7.13	Type: distant
2.7.14	Type: laser
And was not right. The LuxCore materials types are not available either.

Code: Select all

2.4	Materials
2.4.1	Common properties
2.4.1.1	Normal maps
2.4.1.2	Light emission
2.4.2	Type: archglass
2.4.3	Type: carpaint
2.4.4	Type: cloth
2.4.5	Type: glass
2.4.6	Type: glossy2
2.4.7	Type: glossytranslucent
2.4.8	Type: glossycoating
2.4.9	Type: matte
2.4.10	Type: mattetranslucent
2.4.11	Type: metal2
2.4.12	Type: mirror
2.4.13	Type: mix
2.4.14	Type: null
2.4.15	Type: roughglass
2.4.16	Type: roughmatte
2.4.17	Type: velvet
Is there something wrong with the installation of the plugin? Is the UI aspect missing?

User avatar
B.Y.O.B.
Developer
Posts: 1730
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: Mac OS

Post by B.Y.O.B. » Tue Nov 06, 2018 6:25 pm

Blender does not really allow addons to register their own light types.
So I have to make do with the ones that are available in Blender.
The mapping is roughly:

LuxCore - Blender
sun - Sun
sky2 - available in world settings or Hemi lamp
infinite - available in world settings or Hemi lamp
point - Point
mappoint - Point (just specify an image or IES file)
sphere - Point (use radius > 0)
mapsphere - Point (use image and radius > 0)
spot - Spot
projection - Spot (specify image)
constantinfinite - available in world settings or Hemi lamp
sharpdistant - Sun
distant - Sun
laser - Area (enable "Laser" checkbox)

In case you want to take a closer look at the light export: https://github.com/LuxCoreRender/BlendL ... t/light.py
For example, here you can see that a Blender point light is exported as LuxCore mappoint or mapsphere if an image or IES file is specified.

The lamp settings can be found in the data properties, if the lamp is selected:
Attachments
2018-11-06_19-24-49.png
Support LuxCoreRender project with salts and bounties

mick
Posts: 60
Joined: Mon May 21, 2018 7:57 pm

Re: Mac OS

Post by mick » Tue Nov 06, 2018 7:27 pm

Ah, so with blender LuxCore just provides a subset of the functionality of its python API.

For my purposes I can work-around this for the lighting. But I need exactly the same definitions and behavior for at least glass material, and volumes. Is it there, and can I rely on it?

And just for curiosity now. It means that the bigger set of LuxCore materials is not available in blender?

User avatar
B.Y.O.B.
Developer
Posts: 1730
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: Mac OS

Post by B.Y.O.B. » Tue Nov 06, 2018 8:10 pm

I overlooked that you asked for materials, too.
AFAIK all materials and textures of LuxCore are supported by the Blender addon.
You will have to use the node editor to define them:
https://wiki.luxcorerender.org/BlendLuxCore_Node_Editor
Support LuxCoreRender project with salts and bounties

robbrown
Developer
Posts: 36
Joined: Mon Sep 03, 2018 1:04 am

Re: Mac OS

Post by robbrown » Wed Nov 07, 2018 12:30 am

mick wrote:
Tue Nov 06, 2018 3:01 pm
Just tried LCR 2.1a4 on my MacBook pro.

I'm missing the LuxCore Light types. There are just the 5 blender types (point, sun, spot, hemi, area). The LuxCore materials are there.

And when I try to render one of the two LuxCore sample, it immediately crashes.

BTW: For my MBP with Intel Iris graphics I should not use the openCL version, right? I tried both without noticing any difference.

Please tell me if I did something wrong, or I can help with more information.

Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY

Application Specific Information:
abort() called
Were you able to get the samples working without OpenCL? The only cases I know of that cause it to crash is OpenCL (Intel & Mix node for NVidia) and BIDIRCPU rendering. Still trying to determine the boundaries of the MacOS version so possible there are more.

mick
Posts: 60
Joined: Mon May 21, 2018 7:57 pm

Re: Mac OS

Post by mick » Wed Nov 07, 2018 10:13 am

Also the non-openCL version crashes with the sample files. Let me know how I can provide more info for analysis.

mick
Posts: 60
Joined: Mon May 21, 2018 7:57 pm

Re: Mac OS

Post by mick » Wed Nov 07, 2018 10:21 am

B.Y.O.B. wrote:
Tue Nov 06, 2018 8:10 pm
I overlooked that you asked for materials, too.
You will have to use the node editor to define them:
That's right. They are available when adding a new material in the node editor, but not in the material panel.

thx

Post Reply