BlendLuxCore Development

Discussion related to the Engine functionality, implementations and API.
User avatar
B.Y.O.B.
Developer
Posts: 1811
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: BlendLuxCore Development

Post by B.Y.O.B. » Sun May 27, 2018 11:38 am

You can use local 3D mapping with non-instanced meshes once v2.0.1 is out, a longstanding bug was fixed: https://github.com/LuxCoreRender/BlendLuxCore/issues/66
Attachments
scrn_2018-05-27_13-33-36.png
Support LuxCoreRender project with salts and bounties

User avatar
B.Y.O.B.
Developer
Posts: 1811
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: BlendLuxCore Development

Post by B.Y.O.B. » Sun May 27, 2018 4:11 pm

v2.1 will support the velocity channel of smoke simulations.
Not sure what this can be used for, but it was easy to add.
Attachments
scrn_2018-05-27_18-06-13.png
Support LuxCoreRender project with salts and bounties

User avatar
B.Y.O.B.
Developer
Posts: 1811
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: BlendLuxCore Development

Post by B.Y.O.B. » Sun May 27, 2018 4:39 pm

v2.1 will have light group support for volumes.
Attachments
scrn_2018-05-27_18-37-35.png
the volume emits white light, the color is created with the lightgroup
Support LuxCoreRender project with salts and bounties

User avatar
Sharlybg
Supporting Users
Posts: 877
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: BlendLuxCore Development

Post by Sharlybg » Mon May 28, 2018 10:21 am

Thanks ! for those nice option. We have a lot to learn now ;) .

about denoiser could we have an option to automatically run denoiser at the end of a render without need to click
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA

User avatar
B.Y.O.B.
Developer
Posts: 1811
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: BlendLuxCore Development

Post by B.Y.O.B. » Mon May 28, 2018 1:11 pm

Sharlybg wrote:
Mon May 28, 2018 10:21 am
about denoiser could we have an option to automatically run denoiser at the end of a render without need to click
It should already work like this, if not, it's a bug.
I'll test it when I get home.
Can you describe when exactly it happens? Are you cancelling with Esc, or are you rendering with a halt condition?
Support LuxCoreRender project with salts and bounties

User avatar
Sharlybg
Supporting Users
Posts: 877
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: BlendLuxCore Development

Post by Sharlybg » Mon May 28, 2018 1:29 pm

Thanks you !

rendering with a halt condition
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA

User avatar
B.Y.O.B.
Developer
Posts: 1811
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: BlendLuxCore Development

Post by B.Y.O.B. » Thu May 31, 2018 9:41 pm

Tile highlighting is back, and it's better than in old LuxBlend :)
It's now done in OpenGL and optionally shows the number of passes done per tile, like in luxcoreui.
Attachments
scrn_2018-05-31_23-39-31.png
Support LuxCoreRender project with salts and bounties

User avatar
B.Y.O.B.
Developer
Posts: 1811
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: BlendLuxCore Development

Post by B.Y.O.B. » Fri Jun 01, 2018 5:44 pm

You will be able to pause the render in v2.1:
https://youtu.be/aw5E9B_jMww
Support LuxCoreRender project with salts and bounties

User avatar
Sharlybg
Supporting Users
Posts: 877
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: BlendLuxCore Development

Post by Sharlybg » Sat Jun 02, 2018 11:21 am

B.Y.O.B. wrote:
Fri Jun 01, 2018 5:44 pm
You will be able to pause the render in v2.1:
https://youtu.be/aw5E9B_jMww
:shock: one of the special feature that make luxcore very special to me first day :) thank you so much !
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA

User avatar
B.Y.O.B.
Developer
Posts: 1811
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: BlendLuxCore Development

Post by B.Y.O.B. » Wed Jun 13, 2018 2:12 pm

I added support for OpenCL rendering in the viewport.
It is mostly useful if you just want to move around with the camera.
Editing materials or objects is not really fun because of the high latency (data has to be transferred to the GPU and back) and because of the kernel recompilations that happen sometimes.
A lot of features are enabled by default in the OpenCL kernel, but procedural textures or mix materials for example still require a kernel recompilation after every change.
I had to drop the checker texture on objects with missing materials because of this (they are now using a 0.5 grey matte again).
Attachments
scrn.jpg
Support LuxCoreRender project with salts and bounties

Post Reply