LuxCoreRender v2.1 released

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kintuX
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Re: LuxCoreRender v2.1 released

Post by kintuX »

epilectrolytics wrote: Sat Jan 05, 2019 7:28 am
kintuX wrote: Fri Jan 04, 2019 11:23 pm mandelbulbCaustics.jpg
(Another caustics freak asking:)
Awesome, how did you do that ??
Setup screenshot, maybe file, please?
:idea: ... fractal chats... Base mesh generated with Mandelbulber 2.16. Export .ply & Import to Blender. Remeshed with OpenVDB Remesh and solidified.

Of course, render with LuxCoreRender BiDir under single Area Lamp ~ at center of the mesh... a bit off, but pointing down. :shock: :D
... scene file packed in mandelbulbKstx.7z do as you like ;) and a pinch of post.

&BTW----------------------- possible UX enhancement

Can LuxCore Report an Error for "No Nodes or Materials!" already when Viewport is started?
Can be confusing since nothing shows up - no geometry & nothing under Error Log until rendered (f12).
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B.Y.O.B.
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Re: LuxCoreRender v2.1 released

Post by B.Y.O.B. »

kintuX wrote: Sun Jan 06, 2019 10:09 pm Can LuxCore Report an Error for "No Nodes or Materials!" already when Viewport is started?
Can be confusing since nothing shows up - no geometry & nothing under Error Log until rendered (f12).
Can you open a github issue for this?
epilectrolytics
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Re: LuxCoreRender v2.1 released

Post by epilectrolytics »

kintuX wrote: Sun Jan 06, 2019 10:09 pm :idea: ... fractal chats... Base mesh generated with Mandelbulber 2.16. Export .ply & Import to Blender. Remeshed with OpenVDB Remesh and solidified.

Of course, render with LuxCoreRender BiDir under single Area Lamp ~ at center of the mesh... a bit off, but pointing down. :shock: :D
... scene file packed in mandelbulbKstx.7z do as you like ;) and a pinch of post.

&BTW----------------------- possible UX enhancement
Thanks for the file and the links!
I was suspecting it is illuminated from the center but not that's a shell instead of a massive body.

I will have a look into the mandelbulb app.
Procedural mesh (instead of polygon based) rendering is very interesting and I wish someday it will become possible in Blender and Luxcore, apparently it is introduced in Octane v5 (Vectron).
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Thinker55
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Re: LuxCoreRender v2.1 released

Post by Thinker55 »

I have some questions that will probably make me look like a newbie, but here goes:
I downloaded the Linux tarball -- and read the README.md file. There's a lot of stuff in there about files that aren't in that tarball -- specifically of interest, in my case, the luxcoreconsole. The file talks about running the luxcoreui from the bin directory -- but there isn't one there. Also, the pyluxcoretools do not work as described. So, I downloaded the SDK. There is a bin directory in the SDK, and there is a luxcoreconsole -- but neither it nor the copy of the luxcoreui in the SDK work, apparently because the path to the lib directory wasn't included in the build (this is what research tells me the message "./bin/luxcoreconsole: error while loading shared libraries: libluxcore.so: cannot open shared object file: No such file or directory" means.) So, is this me? Am I doing foolish things? Or is there something up with the build? Thanks in advance for any effort to put me on the right path...
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Re: LuxCoreRender v2.1 released

Post by Dade »

Thinker55 wrote: Thu Jan 10, 2019 2:43 am I have some questions that will probably make me look like a newbie, but here goes:
I downloaded the Linux tarball -- and read the README.md file. There's a lot of stuff in there about files that aren't in that tarball -- specifically of interest, in my case, the luxcoreconsole. The file talks about running the luxcoreui from the bin directory -- but there isn't one there. Also, the pyluxcoretools do not work as described. So, I downloaded the SDK. There is a bin directory in the SDK, and there is a luxcoreconsole -- but neither it nor the copy of the luxcoreui in the SDK work, apparently because the path to the lib directory wasn't included in the build (this is what research tells me the message "./bin/luxcoreconsole: error while loading shared libraries: libluxcore.so: cannot open shared object file: No such file or directory" means.) So, is this me? Am I doing foolish things? Or is there something up with the build? Thanks in advance for any effort to put me on the right path...
99% of people uses the Blender plugin: it is a .zip installed directly by Blender like any other plugin and not requiring anything else. The stand alone/SDK version is mostly useful for developers. I assume you are on Linux, you need to update your LD_LIBRARY_PATH to include the "lib" directory so luxcore DLLs can be found.
There is some difference between running Windows and Linux, Linux requires some further step because pyluxcoretools can not packed in a stand alone .exe due to a PyInstaller bug.
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B.Y.O.B.
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Re: LuxCoreRender v2.1 released

Post by B.Y.O.B. »

I think the readme is written under the assumption that the user has cloned the sources.
So all the directory names are wrong when the user has the released zip package.
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Thinker55
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Re: LuxCoreRender v2.1 released

Post by Thinker55 »

I thought that the README might be based upon cloning. I've been working on and administering systems for 40 years, but I don't do much cloning -- and didn't figure I had to. I'm mostly a Windows guy, too, although I do admin of Linux systems regularly. The demands for cloning are less for admins than developers, obviously. I use Luxrender for Reality on Daz Studio and Poser -- which is the reason I was looking for the luxcoreconsole -- I need it to be able to render using multiple machines, something I do with v1.6 reasonably regularly. I'm familiar with LD_LIBRARY_PATH changes -- I'll try that. In the meantime, I noticed that the luxcoreui in the standalone package and the one in the SDK differ in size by quite a bit. Should I do away with one while trying to run the other?
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Thinker55
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Re: LuxCoreRender v2.1 released

Post by Thinker55 »

I think I've been backing into this gently but at the risk of offending someone, I feel I ought to point out that if you're going to merely offer a package on github for cloning purposes, then that's fine and a user can choose to clone and compile the package or not. But if you're going to offer a pre-compiled package on the website for end users, then you might want to reduce the amount of confusion by making sure the readme matches the package. End-users are, well, end-users -- they're not going to know what's going on. I still don't know what pre-compiled package I SHOULD use. I have the option of cloning and compiling, but I don't do it often, so it is a matter of some concern -- and most end-users won't go there. They'll either do what I'm doing (ask a lot of silly questions) or they'll look elsewhere (which, of course, isn't REALLY an option, here, is it?) The tarball for v1.6 works as delivered, without any necessary modification, and it matches the README. I would think that for an end-user tarball, that would be the target. End users need to know a lot more about what they're getting into than developers, since they don't have the knowledge necessary to discover for themselves. That doesn't make the current README invalid -- but I think there should be a different one in the pre-compiled tarballs that explains things like where you get stuff that isn't in the basic package (including the luxcoreconsole, for instance) and it should have the examples adjusted so that they work with the package as compiled.
I know that for a developer, this is all rubbish -- but for an end-user, it isn't. You're presenting them with a package that doesn't do anything that matches the README. The first question they're going t have is "What did I do wrong?" And most won't have a clue...
I'll shut up now...
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Re: LuxCoreRender v2.1 released

Post by acasta69 »

At the following link you can find standalone LuxCoreRender v2.1 Windows binaries with OpenCL support, compiled with Python 3.7:
https://www.dropbox.com/s/n6c878r7k9hqc ... 37.7z?dl=0

This might be useful for some Windows users who need to use Blender unofficial builds, which are already using the newer python.
Please note that:
  1. Blender 2.80 is not yet supported at the add-on level (see dedicated thread for more info)
  2. I am not 100% sure that PyLuxCoreTool.exe is working properly (it is working on my PCs, but I don't have a "clean" machine to test it)
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Stem
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Re: LuxCoreRender v2.1 released

Post by Stem »

Hi,

After importing an .obj file (have tried various), Luxcore does not render the imported .obj. Warning given:- Object "meshname" 'NoneType' object has no attribute 'nodes'

I did download Luxcore 2.1 beta4 (which as been removed from forum) that does not show the problem, the imported mesh renders OK. I have also not seen the problem with other builds I have used.

Am I missing something?

Win 7 64
Blender 2.79b
BlendLuxCore-2.1-win64=opencl (shows error)
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