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Re: BlendLuxCore Development
Posted: Sun May 27, 2018 11:38 am
by B.Y.O.B.
You can use local 3D mapping with non-instanced meshes once v2.0.1 is out, a longstanding bug was fixed:
https://github.com/LuxCoreRender/BlendLuxCore/issues/66
Re: BlendLuxCore Development
Posted: Sun May 27, 2018 4:11 pm
by B.Y.O.B.
v2.1 will support the velocity channel of smoke simulations.
Not sure what this can be used for, but it was easy to add.
Re: BlendLuxCore Development
Posted: Sun May 27, 2018 4:39 pm
by B.Y.O.B.
v2.1 will have light group support for volumes.
Re: BlendLuxCore Development
Posted: Mon May 28, 2018 10:21 am
by Sharlybg
Thanks ! for those nice option. We have a lot to learn now
.
about denoiser could we have an option to automatically run denoiser at the end of a render without need to click
Re: BlendLuxCore Development
Posted: Mon May 28, 2018 1:11 pm
by B.Y.O.B.
Sharlybg wrote: ↑Mon May 28, 2018 10:21 am
about denoiser could we have an option to automatically run denoiser at the end of a render without need to click
It should already work like this, if not, it's a bug.
I'll test it when I get home.
Can you describe when exactly it happens? Are you cancelling with Esc, or are you rendering with a halt condition?
Re: BlendLuxCore Development
Posted: Mon May 28, 2018 1:29 pm
by Sharlybg
Thanks you !
rendering with a halt condition
Re: BlendLuxCore Development
Posted: Thu May 31, 2018 9:41 pm
by B.Y.O.B.
Tile highlighting is back, and it's better than in old LuxBlend
It's now done in OpenGL and optionally shows the number of passes done per tile, like in luxcoreui.
Re: BlendLuxCore Development
Posted: Fri Jun 01, 2018 5:44 pm
by B.Y.O.B.
You will be able to pause the render in v2.1:
https://youtu.be/aw5E9B_jMww
Re: BlendLuxCore Development
Posted: Sat Jun 02, 2018 11:21 am
by Sharlybg
one of the special feature that make luxcore very special to me first day
thank you so much !
Re: BlendLuxCore Development
Posted: Wed Jun 13, 2018 2:12 pm
by B.Y.O.B.
I added support for OpenCL rendering in the viewport.
It is mostly useful if you just want to move around with the camera.
Editing materials or objects is not really fun because of the high latency (data has to be transferred to the GPU and back) and because of the kernel recompilations that happen sometimes.
A lot of features are enabled by default in the OpenCL kernel, but procedural textures or mix materials for example still require a kernel recompilation after every change.
I had to drop the checker texture on objects with missing materials because of this (they are now using a 0.5 grey matte again).