BlendLuxCore Development

Discussion related to the Engine functionality, implementations and API.
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FarbigeWelt
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Re: BlendLuxCore Development

Post by FarbigeWelt » Wed Jun 12, 2019 6:38 pm

B.Y.O.B. wrote:
Wed Jun 12, 2019 5:53 pm
I have added the support in BlendLuxCore on the 2.79_maintenance branch: https://github.com/LuxCoreRender/BlendL ... aintenance
Great, this may help with a pattern I failed to define recently.

What is the purpose of the node „Absolute“ in your setting?
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B.Y.O.B.
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Wed Jun 12, 2019 6:51 pm

FarbigeWelt wrote:
Wed Jun 12, 2019 6:38 pm
What is the purpose of the node „Absolute“ in your setting?
Makes negative values positive - without it, the left half of the plane would be black because the numbers are negative and then clamped to 0.
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Luis Seyfer
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Re: BlendLuxCore Development

Post by Luis Seyfer » Thu Jun 13, 2019 7:44 am

May I ask, how you install LuxCore for Blender 2.8?

I installed BlendLuxCore-refactor-new_blender2.80.zip from file in the Prefs/Addons,
renamed the folder in C:\Users\...\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons to BlendLuxCore.
Then I looked into bin\get_binaries.py. I found all required files in BlendLuxCore-v2.2beta1-win64-opencl.zip, except luxcoreui.exe
and copied them to C:\Users\...\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\BlendLuxCore\bin.

What did I miss?

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Re: BlendLuxCore Development

Post by lacilaci » Thu Jun 13, 2019 8:14 am

Luis Seyfer wrote:
Thu Jun 13, 2019 7:44 am
What did I miss?
this part:
B.Y.O.B. wrote:
Sat Jun 08, 2019 8:20 pm
The 2.8 port is coming along, I'm laying the foundations step by step.
What's working so far:
- the addon registers without errors (I had to edit 150 files to reach this point, a lot of search/replace of course)
- I have ported the viewport draw code to modern OpenGL
- I can start a small, hard-coded testscene that is rendered in the viewport, and I can move the camera around
- I have ported our C++-accelerated mesh conversion code, so I can load meshes from Blender into Lux (at the moment only one object can be used)

What's not working yet:
- Everything else
- Final render, viewport render, material previews are not usable yet
- The whole UI is disabled, meaning that the property window is very empty
- The viewport camera is slightly off for some reason

I'm mostly done with the groundwork though.

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Re: BlendLuxCore Development

Post by Luis Seyfer » Thu Jun 13, 2019 8:24 am

Sorry, if I didn't make myself clear.
I don't have any LuxCore in Blender.
I thought I missed something in the installation process.

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lacilaci
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Re: BlendLuxCore Development

Post by lacilaci » Thu Jun 13, 2019 8:34 am

Luis Seyfer wrote:
Thu Jun 13, 2019 8:24 am
Sorry, if I didn't make myself clear.
I don't have any LuxCore in Blender.
I thought I missed something in the installation process.

Image
there is no luxcore for blender 2.8 yet...
It's being worked on.

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Re: BlendLuxCore Development

Post by B.Y.O.B. » Thu Jun 13, 2019 9:02 am

Luis Seyfer wrote:
Thu Jun 13, 2019 7:44 am
I found all required files in BlendLuxCore-v2.2beta1-win64-opencl.zip
Thanks for your interest in the 2.80 port.

The problem is that currently, all LuxCore binaries are built with Python 3.5 because that is the version Blender 2.79 uses.
However, Blender 2.80 uses Python 3.7, and the LuxCore binaries have to be built with Python 3.7 as well, otherwise they are incompatible.

So in theory, what you have to do is compile LuxCore yourself with Python 3.7 and use the resulting binaries.
However, I would recommend to do this at this stage because there are just not enough working features yet.
You would see most of your non-instanced meshes and two hardcoded testlights, that's about all.

Once I feel that the program is at a point where it makes sense to test it, I will make an announcement about this and there will be pre-built releases with the correct Python version. :)
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Re: BlendLuxCore Development

Post by Luis Seyfer » Thu Jun 13, 2019 9:07 am

Thx, I try to stay patient.

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Re: BlendLuxCore Development

Post by B.Y.O.B. » Thu Jun 13, 2019 9:24 am

Thanks to CodeHD's work, our OIDN plugin can now be applied in tiles to reduce RAM usage.
You can specify the tile size in the denoiser settings.
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Re: BlendLuxCore Development

Post by Sharlybg » Thu Jun 13, 2019 10:25 am

Thank you so much guys for the hard work !
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