Page 1 of 4

BlendLuxCore for B2.8 - anytime, biased comparison will be

Posted: Sat Dec 22, 2018 3:42 pm
by Airstrike
Hello,

while I was researching techinques for "caustics in Blender" i found your Renderer.
I have tried LuxMark and "Food" example scene with B2.79 — all i can write: it looks absolutely epic. So, thank you, LuxCore developers, I truly admire your work, especially given the open-source nature of it.

Then, there is a question of integration with B2.8, because with all "overhaul" changes, Blender seems to be "usable" for me for the first time.

Wish you all well,
and waiting for BlendLuxCore for B2.8 (or any instruction on adding current Renderer version to B2.8).

Thank you.

ADD1. Info on "UPGRADING BLENDER ADD-ONS FROM 2.79 TO 2.80"
https://blog.michelanders.nl/2018/12/up ... 79-to.html

Re: BlendLuxCore for Blender 2.8 - anytime in 2018?

Posted: Sat Dec 22, 2018 10:20 pm
by B.Y.O.B.
I have started the port but it is not in a usable state yet.
Here's the issue where I track what needs to be done and helpful resources: https://github.com/LuxCoreRender/BlendL ... issues/166
And here's the branch: https://github.com/LuxCoreRender/BlendL ... lender2.80

Re: BlendLuxCore for Blender 2.8 - anytime in 2018?

Posted: Mon Dec 24, 2018 5:40 pm
by lacilaci
B.Y.O.B. wrote: Sat Dec 22, 2018 10:20 pm I have started the port but it is not in a usable state yet.
Here's the issue where I track what needs to be done and helpful resources: https://github.com/LuxCoreRender/BlendL ... issues/166
And here's the branch: https://github.com/LuxCoreRender/BlendL ... lender2.80
Since the most important modeling add-on is already in 2.8(bevel after boolean), the only reason to ever open 2.79 for me is luxcore.
Any rough estimates on this?
By the way, do you think the new dependency graph in 2.8 could affect how blendluxcore handles data export?(instances, hair, etc etc..)

Re: BlendLuxCore for Blender 2.8 - anytime in 2018?

Posted: Mon Dec 24, 2018 10:33 pm
by B.Y.O.B.
lacilaci wrote: Mon Dec 24, 2018 5:40 pm By the way, do you think the new dependency graph in 2.8 could affect how blendluxcore handles data export?(instances, hair, etc etc..)
It should make it much easier for me to implement these features.

Re: BlendLuxCore for Blender 2.8 - anytime in 2018?

Posted: Wed Jan 09, 2019 1:29 pm
by Airstrike
B.Y.O.B. wrote: Sat Dec 22, 2018 10:20 pm I have started the port but it is not in a usable state yet.
Here's the issue where I track what needs to be done and helpful resources: https://github.com/LuxCoreRender/BlendL ... issues/166
And here's the branch: https://github.com/LuxCoreRender/BlendL ... lender2.80
Hello to developers and happy NY!
Btw, while waiting, is it possible to export a scene from 3d software (3ds Max, Blender 2.8, Houdini 17, Lightwave, Clarisse) as a *.cfg, *.bcf, *.lxs and load it into standalone Lux Core Render?

Re: BlendLuxCore for Blender 2.8 - anytime in 2018?

Posted: Wed Jan 09, 2019 3:43 pm
by Dade
Airstrike wrote: Wed Jan 09, 2019 1:29 pm Btw, while waiting, is it possible to export a scene from 3d software (3ds Max, Blender 2.8, Houdini 17, Lightwave, Clarisse) as a *.cfg, *.bcf, *.lxs and load it into standalone Lux Core Render?
Nope, it would require a specific 3DsMax, Houdini, etc. plugins like the one developed for Blender. Blender v2.8 is a different topic as it may be supported in the future like discussed in this thread.

Re: BlendLuxCore for Blender 2.8 - anytime in 2018?

Posted: Wed Jan 09, 2019 4:06 pm
by Airstrike
Dade wrote: Wed Jan 09, 2019 3:43 pm
Nope, it would require a specific 3DsMax, Houdini, etc. plugins like the one developed for Blender. Blender v2.8 is a different topic as it may be supported in the future like discussed in this thread.
Thank you.
As developer would you consider a possible "interpreter" (or "parser")?
Like this:
1. Command line convertion from 3d geo file to a file that your standalone Render supports (ex. obj, alembic, fbx to *.cfg, *.bcf, *.lxs)
2. Support for geometry for start, but there are some formats that support shaders (like gTLF2.0, COLLADA)

OR:
Standalone version support for common 3d file formats.

It is my assumption that this would be probably easier, while add-on for B2.8 is in development.

Re: BlendLuxCore for Blender 2.8 - anytime in 2018?

Posted: Wed Jan 09, 2019 4:30 pm
by Dade
Airstrike wrote: Wed Jan 09, 2019 4:06 pm As developer would you consider a possible "interpreter" (or "parser")?
Like this:
1. Command line convertion from 3d geo file to a file that your standalone Render supports (ex. obj, alembic, fbx to *.cfg, *.bcf, *.lxs)
2. Support for geometry for start, but there are some formats that support shaders (like gTLF2.0, COLLADA)
Isn't easier to just use Blender and the already complete LuxCore plugin ? I mean you can already import obj, fbx, etc. files in Blender and from there you have access to all features already supported by BlendLuxCore :idea:

Re: BlendLuxCore for Blender 2.8 - anytime in 2018?

Posted: Wed Jan 09, 2019 6:11 pm
by Airstrike
Dade wrote: Wed Jan 09, 2019 4:30 pm
Isn't easier to just use Blender and the already complete LuxCore plugin ? I mean you can already import obj, fbx, etc. files in Blender and from there you have access to all features already supported by BlendLuxCore :idea:
It is, but no Blender 2.8 support for now(

Re: BlendLuxCore for Blender 2.8 - anytime in 2018?

Posted: Thu Jan 10, 2019 8:26 am
by Sharlybg
It is, but no Blender 2.8 support for now(
If i can ask. what do you miss in 2.8 that stop you to use blendluxcore with 2.79b until Devs finish addon for 2.8 ?
Normally with blendluxcore + 2.79b you can do all kind of complex project.
And by using 2.79b and current addon you can also make next 2.8 addon better as you can find bug or way to improve in the next itération.