Search found 3441 matches

by B.Y.O.B.
Wed Feb 26, 2020 5:11 pm
Forum: User Support
Topic: Can't Get LuxCoreRender to work with Blender MacOSX
Replies: 20
Views: 9029

Re: Can't Get LuxCoreRender to work with Blender MacOSX

Thanks! I got it to work, that is blender didn't crash and managed to find the "render engine selection" drop down....after that haven't a clue what is going on, think a render was started but Luxcorerender didn't open...can't find any instructions on how to operate this in either the lux...
by B.Y.O.B.
Wed Feb 26, 2020 2:47 pm
Forum: User Support
Topic: Can't Get LuxCoreRender to work with Blender MacOSX
Replies: 20
Views: 9029

Re: Can't Get LuxCoreRender to work with Blender MacOSX

I don't know the macOS situation in detail, but it seems like the binaries need to be signed for macOS to execute them, which they currently aren't.
Apparently you can run them if you disable "SIP" even in their current non-signed state.
by B.Y.O.B.
Wed Feb 26, 2020 2:12 pm
Forum: User Support
Topic: Difference between final render and viewport render
Replies: 3
Views: 1692

Re: Difference between final render and viewport render

Ah, got it: After applying the negative scale, it is necessary to recalculate the normals.
by B.Y.O.B.
Wed Feb 26, 2020 2:04 pm
Forum: User Support
Topic: Difference between final render and viewport render
Replies: 3
Views: 1692

Re: Difference between final render and viewport render

I couldn't find the source of the problem yet. The only thing that seems suspicious to me is that some of the objects have negative scales. When I apply the scale on these objects, the viewport render looks like the final render (so both show the problem of the missing light beams). However, I could...
by B.Y.O.B.
Wed Feb 26, 2020 1:46 pm
Forum: User Support
Topic: Problem with Z-Depth output
Replies: 11
Views: 4692

Re: Problem with Z-Depth output

juangea wrote: Wed Feb 26, 2020 12:53 pm And another qustion, trying to find an alternative option, the "Position" AOV inside the Geometry section, is World Position or Camera Position?
World position.
by B.Y.O.B.
Tue Feb 25, 2020 8:27 pm
Forum: User Support
Topic: World volume + PGI = rerror
Replies: 7
Views: 3306

Re: World volume + PGI = rerror

PhotonGI on volumes is now disabled by default. Warnings are shown if a volume with enabled PhotonGI is used as world volume.
by B.Y.O.B.
Tue Feb 25, 2020 8:08 pm
Forum: User Support
Topic: World volume + PGI = rerror
Replies: 7
Views: 3306

Re: World volume + PGI = rerror

Dade wrote: Tue Feb 25, 2020 5:09 pm P.S. BlendLuxCore could probably fire an warning, using PGI for world volume is nearly always a bad idea (if you are not in a closed environment).
I can do that.
Maybe it would also be a good idea to set the "Use PhotonGI Cache" checkbox on volumes to disabled by default?
by B.Y.O.B.
Tue Feb 25, 2020 11:39 am
Forum: User Support
Topic: Two F-Stop parameters
Replies: 2
Views: 1885

Re: Two F-Stop parameters

The lower panel is from Cycles, it was not properly hidden in v2.2. This is fixed now as of v2.3beta2.
by B.Y.O.B.
Fri Feb 21, 2020 7:02 pm
Forum: Development
Topic: New OpenCL textures and materials evaluation code
Replies: 35
Views: 15887

Re: New OpenCL textures and materials evaluation code

By the way, since ray epsilon is still a kernel parameter, I guess I have to pass the default min/max epsilon in BlendLuxCore to KernelCacheFill()?
by B.Y.O.B.
Fri Feb 21, 2020 2:14 pm
Forum: Development
Topic: New OpenCL textures and materials evaluation code
Replies: 35
Views: 15887

Re: New OpenCL textures and materials evaluation code

Dade wrote: Fri Feb 21, 2020 1:28 pm
B.Y.O.B. wrote: Fri Feb 21, 2020 12:04 pm Is there a way to check if the call to KernelCacheFill() is necessary?
I could add a dedicated function (however calling KernelCacheFill() when the cache is already filled takes no time).
It would be good so I know when I have to show the message and when not.