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by B.Y.O.B.
Mon Mar 25, 2019 6:20 pm
Forum: Development
Topic: LuxCore for Maya
Replies: 20
Views: 306

Re: LuxCore for Maya

The pyluxcoredemo script was written for Python 3.
I think you're better off copy/pasting the relevant lines that you want to test and adapting them to Python 2 syntax.
by B.Y.O.B.
Mon Mar 25, 2019 5:12 pm
Forum: News
Topic: LuxCoreRender v2.2alpha1 released
Replies: 20
Views: 288

Re: LuxCoreRender v2.2alpha1 released

FarbigeWelt wrote:
Mon Mar 25, 2019 4:44 pm
It is meant to be a freah scene, but I imported materials from 2.2 a0. Maybe this is a reason for the ‚unusual‘ behaviour. Does this mean I have to materialize from scratch for every older scene to use it with version 2.2 alpha1?
No, this should also work on materials saved with older versions.
by B.Y.O.B.
Mon Mar 25, 2019 5:09 pm
Forum: Development
Topic: BlendLuxCore Development
Replies: 463
Views: 46190

Re: BlendLuxCore Development

Scince when does Blender 2.79b render luxcorerender material previews if Blender file browser view is set to icons? I‘ve noticed this the first time yesterday when I appended a former material. Sounds good, but I can't get it to work here. Anything I need to enable? I assume you mean File->Append, ...
by B.Y.O.B.
Mon Mar 25, 2019 3:02 pm
Forum: News
Topic: LuxCoreRender v2.2alpha1 released
Replies: 20
Views: 288

Re: LuxCoreRender v2.2alpha1 released

As I said in an earlier post, we already do this internally and I could not reproduce your problem in a fresh scene.
No idea what was wrong in your scene, maybe some excessive scale or something else? Anyway, it already works user-friendly in a normal scene.
by B.Y.O.B.
Mon Mar 25, 2019 1:55 pm
Forum: Development
Topic: Front and back material transparency (aka light invisible object)
Replies: 12
Views: 276

Re: Front and back material transparency (aka light invisible object)

I have implemented support for this feature with a new node that can be found in the material category:
https://youtu.be/q3UqoVAYzvw
(this is already in v2.2alpha1)
by B.Y.O.B.
Mon Mar 25, 2019 12:15 pm
Forum: News
Topic: LuxCoreRender v2.2alpha1 released
Replies: 20
Views: 288

Re: LuxCoreRender v2.2alpha1 released

FarbigeWelt wrote:
Mon Mar 25, 2019 11:55 am
B.Y.O.B. wrote:
Mon Mar 25, 2019 9:01 am
Can you upload the scene?
It shoul be in my first post as 7z File.
Sorry, my bad, totally forgot that.
Anyway, you can fix the problem by moving the texture in the Z direction (lower left):
by B.Y.O.B.
Mon Mar 25, 2019 12:10 pm
Forum: News
Topic: LuxCoreRender v2.2alpha1 released
Replies: 20
Views: 288

Re: LuxCoreRender v2.2alpha1 released

A texture of size 7000x5000px needs about 400 MiB of memory (assuming it has 3 channels).
You could check the RAM usage when you try to use it, and check how much your scene needs without this texture.
by B.Y.O.B.
Mon Mar 25, 2019 11:55 am
Forum: News
Topic: LuxCoreRender v2.2alpha1 released
Replies: 20
Views: 288

Re: LuxCoreRender v2.2alpha1 released

So you probably ran out of (GPU) memory?
by B.Y.O.B.
Mon Mar 25, 2019 11:34 am
Forum: News
Topic: LuxCoreRender v2.2alpha1 released
Replies: 20
Views: 288

Re: LuxCoreRender v2.2alpha1 released

sanjinms wrote:
Mon Mar 25, 2019 11:19 am
Blender crash when using Background image in LuxCore Imagepipeline in both final and preview render.
I can not reproduce this. Can you post the scene with the textures?
by B.Y.O.B.
Mon Mar 25, 2019 9:01 am
Forum: News
Topic: LuxCoreRender v2.2alpha1 released
Replies: 20
Views: 288

Re: LuxCoreRender v2.2alpha1 released

I think the global 3D mapping automatically applies a tiny offset, but the local mapping does not (?). The fundamental problem is that the checkerboard texture is exactly intersecting the plane with one of its "sides". It's a bit like having two faces exactly on top of each other. You can fix it by ...