BlendLuxCore Development
Re: BlendLuxCore Development
Ah, thanks, that would be nice. I'm on win10
Re: BlendLuxCore Development
Hope it works: https://www.dropbox.com/s/ucj48unpig5xu ... e.zip?dl=1
64 bit with OpenCL.
64 bit with OpenCL.
Re: BlendLuxCore Development
After 2 days of fucking around with OpenGL in Blender and cursing a lot, the color management now works in the viewport.
Don't mind that the image is upside down. That's a slight drawback we have to live with
https://youtu.be/HJTdc983JNU
So, we can finally say goodbye to weird hacks like
Don't mind that the image is upside down. That's a slight drawback we have to live with
https://youtu.be/HJTdc983JNU
So, we can finally say goodbye to weird hacks like
Code: Select all
if context:
# Viewport render needs gamma correction
definitions["film.imagepipeline.1.type"] = "GAMMA_CORRECTION"
definitions["film.imagepipeline.1.value"] = 2.2
else:
# Final render needs to be made darker so it matches viewport
# TODO this is hopefully no longer necessary once we can use
# the Blender colorspace fragment shader in viewport drawing
definitions["film.imagepipeline.1.type"] = "TONEMAP_LINEAR"
definitions["film.imagepipeline.1.scale"] = 1 / 2.25
Re: BlendLuxCore Development
I now added a workaround to the Blender bug: https://github.com/LuxCoreRender/BlendLuxCore/issues/12
However it's very hacky. Basically I create a second pointer: object -> material_node_tree because the pointer material -> material_node_tree is not saved.
This will hopefully make testing more pleasant until the bug is fixed.
Gets really annoying to always re-create the same basic node trees
However it's very hacky. Basically I create a second pointer: object -> material_node_tree because the pointer material -> material_node_tree is not saved.
This will hopefully make testing more pleasant until the bug is fixed.
Gets really annoying to always re-create the same basic node trees
Re: BlendLuxCore Development
Is there any difference between the workaround and a normal fix by blender foundation ? by the way good jobsB.Y.O.B. wrote: ↑Thu Dec 21, 2017 3:48 pm I now added a workaround to the Blender bug: https://github.com/LuxCoreRender/BlendLuxCore/issues/12
However it's very hacky. Basically I create a second pointer: object -> material_node_tree because the pointer material -> material_node_tree is not saved.
This will hopefully make testing more pleasant until the bug is fixed.
Gets really annoying to always re-create the same basic node trees
Re: BlendLuxCore Development
Yes, a huge difference. The workaround is not a fix.Is there any difference between the workaround and a normal fix by blender foundation ?
For example, it only allows one material per object.
And viewport material updates do not work with this workaround.
It is not here to stay, just to bridge the few weeks (hopefully) until the bug is fixed by the Blender developers.
It really is a bad hack.
I guess I don't really need to say this, but just to be clear:
Do not create any .blend files with the current state of the addon and expect them to work later!
Until we release the first stable version.
Before the stable version there will probably be a few alpha/beta releases for testing. For them the same statement is valid.
Re: BlendLuxCore Development
will continue to do project and tutorial with only normal shader now i have the habit and i'am a bit faster now . Hope blender Devs will strive with you.I guess I don't really need to say this, but just to be clear:
Do not create any .blend files with the current state of the addon and expect them to work later!
Until we release the first stable version.
Before the stable version there will probably be a few alpha/beta releases for testing. For them the same statement is valid.