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. »

Ok I did it.
This node is a monster...

It would be much nicer to have a generic "double sided material" which accepts two materials as inputs for front and back, like the mix material.
But I don't know if that's possible to do in the material sampling code in case of translucent materials or glass.
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Re: BlendLuxCore Development

Post by Sharlybg »

Ok I did it.
This node is a monster...
:shock: i'm afraid pretty challenging node.

Also i think viewport halt condition need more if condition. when i increase/decrease halt time during preview i get viewport RT restart. normally render should stop if i decrease and continue if i increase.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

Sharlybg wrote: Tue Jan 23, 2018 8:29 pm Also i think viewport halt condition need more if condition. when i increase/decrease halt time during preview i get viewport RT restart. normally render should stop if i decrease and continue if i increase.
It works exactly like you say it should here, can't reproduce any restarts.
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Re: BlendLuxCore Development

Post by Sharlybg »

B.Y.O.B. wrote: Tue Jan 23, 2018 8:33 pm
Sharlybg wrote: Tue Jan 23, 2018 8:29 pm Also i think viewport halt condition need more if condition. when i increase/decrease halt time during preview i get viewport RT restart. normally render should stop if i decrease and continue if i increase.
It works exactly like you say it should here, can't reproduce any restarts.
Crappy video but you see what i'm telling :

https://drive.google.com/open?id=1cL6sY ... o6S1dG4F6g
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Re: BlendLuxCore Development

Post by Dade »

Sharlybg wrote: Tue Jan 23, 2018 8:53 pm Crappy video but you see what i'm telling :

https://drive.google.com/open?id=1cL6sY ... o6S1dG4F6g
It continues if the rendering has not already be stooped, try to put 60secs, and than 90secs while the 60secs has not yet over. Continue after it has already been stopped would require to not stop the rendering but to put the rendering in pause so it can be resumed.

If it is stopped, it can not be continued because all the memory has already been freed, etc. (which is an advantage on its own).
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

The scene is put in pause if the halt time is reached. And it is resumed when the halt time is set to something greater than before.
Attached is a video how it looks on my end. I'm basically doing the samy things as you, Sharlybg, and it works like expected.
Hm...
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Re: BlendLuxCore Development

Post by Sharlybg »

B.Y.O.B. wrote: Tue Jan 23, 2018 9:04 pm The scene is put in pause if the halt time is reached. And it is resumed when the halt time is set to something greater than before.
Attached is a video how it looks on my end. I'm basically doing the samy things as you, Sharlybg, and it works like expected.
Hm...
I understand you. But the behaviour i want to describe is the one cycles do {""baaaah cycles **** you again"""}.In cycles if the render preview set to 32 and reach 32 and then the user enter a number lower than 32 (eg. 16) the preview will not be updated as there is no change to the scene.the stats will just return 32/16.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

Cycles is kind of the reference implementation when it comes to the Blender RenderEngine API.
I have no problem comparing with it :)

I can not think of a reason why on my Linux everything works like it should and on your Windows it resets.
You can open an issue on github so I don't forget about it, but for now I think it's a minor issue and I won't try to debug it.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

The next alpha version will contain a "fire and smoke" preset:
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

The next alpha version will have support for transparent film and shadow catcher:
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