Search found 3441 matches
- Thu Jan 11, 2018 7:48 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 517093
Re: BlendLuxCore Development
Wasted a few more hours on camera motion blur. Super frustrating, still does not work.
- Thu Jan 11, 2018 7:12 pm
- Forum: User Support
- Topic: Viewport shading not working as expected
- Replies: 3
- Views: 5120
Re: Viewport shading not working as expected
All of these are areas I have not touched at all yet.
I created an issue for later: https://github.com/LuxCoreRender/BlendLuxCore/issues/38
I created an issue for later: https://github.com/LuxCoreRender/BlendLuxCore/issues/38
- Thu Jan 11, 2018 3:15 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 517093
Re: BlendLuxCore Development
Also some question about luxcore blendluxcore and blender color management system. This is an area where I'm not sure I understand everything that's going on yet. I managed to implement Color Management support for the viewport, so viewport and final render now both have Blender Col. Management app...
- Thu Jan 11, 2018 2:44 pm
- Forum: User Support
- Topic: OLD LUXCORE - Shadowcatcher not fully transparent
- Replies: 12
- Views: 12868
Re: Shadowcatcher not fully transparent
In theory you have two options:
- use sky light and set ground color and ground albedo to black
- use HDRI and enable "sampleupperhemisphereonly"
- Thu Jan 11, 2018 2:38 pm
- Forum: User Support
- Topic: Viewport shading not working as expected
- Replies: 3
- Views: 5120
Re: Viewport shading not working as expected
Can you describe more closely what is happening and how it should look like?
Maybe with screenshots, or compare to Cycles?
I guess you mean that you plug a diffuse texture in a LuxCore node tree and it does not show up in the OpenGL viewport?
Maybe with screenshots, or compare to Cycles?
I guess you mean that you plug a diffuse texture in a LuxCore node tree and it does not show up in the OpenGL viewport?
- Thu Jan 11, 2018 11:18 am
- Forum: User Support
- Topic: OLD LUXCORE - Shadowcatcher not fully transparent
- Replies: 12
- Views: 12868
Re: Shadowcatcher not fully transparent
The lower half of the environment light has to be black.
Also, you should use a sun light only (no sky) if you want a pitch black unrealistic shadow like on the left.
Also, you should use a sun light only (no sky) if you want a pitch black unrealistic shadow like on the left.
- Thu Jan 11, 2018 12:54 am
- Forum: Development
- Topic: BlendLuxCore Particles support
- Replies: 14
- Views: 15085
Re: BlendLuxCore Development
That could work. Note that it would be good to have motion blur support for particles. So for step 2) I would like to be able to also pass a list of motion properties (step, time, transformation). We would still have to do the visibility checks and list building in Python, but that can't be avoided....
- Wed Jan 10, 2018 11:21 pm
- Forum: Development
- Topic: BlendLuxCore Particles support
- Replies: 14
- Views: 15085
Re: BlendLuxCore Development
How does Blender particles work ? Do you have a single definition of the particle mesh ? You can instance single objects or a group of objects. But as an exporter you can call blender_object.dupli_list_create() and blender_object.dupli_list_clear() , and inbetween you get a blender_object.dupli_lis...
- Wed Jan 10, 2018 8:44 pm
- Forum: Development
- Topic: BlendLuxCore Particles support
- Replies: 14
- Views: 15085
Re: BlendLuxCore Development
it would be very cool if the previous exported files could be used instead of writing new ones. Unforunately we can't get much faster in Python, I fear. How the particle export works in LuxBlend: Export the mesh that will be instanced Export the object definitions for all the particles (using the m...
- Wed Jan 10, 2018 2:54 pm
- Forum: Development
- Topic: BlendLuxCore Development
- Replies: 911
- Views: 517093
Re: BlendLuxCore Development
But I have an optimization for future motion blur in mind: for i in blur_steps: set_frame(i) for obj in objects: export(obj) I tried this approach (implemented in about 34 lines of code, with debug stuff) and it's blazingly fast indeed. This is the complex test scene, all objects use motion blur (e...