What versions do support that and what version don’t?
Also could be great to be able to enable/disable that export if it slows down a lot the export process
BlendLuxCore Development
Re: BlendLuxCore Development
Currently, fast export is supported for 2.82.7 and 2.83.*
This can be checked here: https://github.com/LuxCoreRender/BlendL ... rter.py#L9
There is a warning if custom normals increase the export time of a mesh by more than 0.3 seconds. In such a case, you can disable usage of custom normals from the mesh in Blender, e.g. by deleting them or by disabling the weighted normal modifier or whatever else is creating them.
Re: BlendLuxCore Development
Ah, ok, si I assume that refers to the normals modifiers and the baked normals into the mesh, but the normal smoothing with angle works ok and does not affect, right?
Re: BlendLuxCore Development
Yes, I mean the feature that is labeled "custom split normals" here: https://docs.blender.org/manual/en/late ... it-normals
Re: BlendLuxCore Development
Yep, that was what I was thinking about, perfect, then it's not a big deal, at least for us, since usually that kind of smoothing detail is done in some very specific models
Re: BlendLuxCore Development
I have extended the FAQ with a few new topics: https://wiki.luxcorerender.org/BlendLuxCore_FAQ
1.2 Is there something like Cycles' Layer Weight/Fresnel/Facing node in LuxCore?
1.3 Can Cycles materials be used in BlendLuxCore?
1.4 Can 2D/3D mapping be driven by textures in LuxCore?
1.5 What can be done against fireflies/hotpixels?
If you can think of more topics that come up often and should be included there, let me know.
1.2 Is there something like Cycles' Layer Weight/Fresnel/Facing node in LuxCore?
1.3 Can Cycles materials be used in BlendLuxCore?
1.4 Can 2D/3D mapping be driven by textures in LuxCore?
1.5 What can be done against fireflies/hotpixels?
If you can think of more topics that come up often and should be included there, let me know.
Re: BlendLuxCore Development
I was recently trying to found a work around to CUDA/hardware texture map limit of supporting only 1, 2 or 4 channels texture maps and I looked at Cycles sources to check how they were solving this problem: apparently they don't.
I'm guessing Cycles stores RGB (i.e. 3 channels images) as 4 channels, wasting a 33% of GPU memory. Can someone confirm this ? It shouldn't be hard to test by using a very large texture map with 3 or 4 channels and checking the amount of GPU memory used: if the amount is the same, my theory is confirmed.
I'm guessing Cycles stores RGB (i.e. 3 channels images) as 4 channels, wasting a 33% of GPU memory. Can someone confirm this ? It shouldn't be hard to test by using a very large texture map with 3 or 4 channels and checking the amount of GPU memory used: if the amount is the same, my theory is confirmed.
Re: BlendLuxCore Development
Not sure about that but OpenColorIO color space can be a good solution, and as I can see many renderers and software support it natively.
Last edited by TAO on Tue Feb 09, 2021 12:26 pm, edited 1 time in total.
Omid Ghotbi (TAO)
Last update information
viewtopic.php?p=34390#p34390
My Artstation https://www.artstation.com/omidghotbi
My Instagram https://www.instagram.com/omid.ghotbi
Last update information
viewtopic.php?p=34390#p34390
My Artstation https://www.artstation.com/omidghotbi
My Instagram https://www.instagram.com/omid.ghotbi
Re: BlendLuxCore Development
I did a test with the following scene:Dade wrote: ↑Mon Feb 08, 2021 5:05 pm I'm guessing Cycles stores RGB (i.e. 3 channels images) as 4 channels, wasting a 33% of GPU memory. Can someone confirm this ? It shouldn't be hard to test by using a very large texture map with 3 or 4 channels and checking the amount of GPU memory used: if the amount is the same, my theory is confirmed.
Render on GPU only (CUDA) with Cycles.
Three versions of a 16000x16000 pixel image: 1 channel (black/white), 3 channels (RGB), 4 channels (RGBA).
Output resolution 100x100.
I have no precise measurements of the used GPU RAM, but the task manager graph shows that your suspicion is probably right, as there's no difference in memory usage between 3 and 4 channel images.
Re: BlendLuxCore Development
Maybe if you try the same test in a bigger image size the difference can be more obvious.
The memory usage for the compare part is so small that hardly can be noticed.
The memory usage for the compare part is so small that hardly can be noticed.
Omid Ghotbi (TAO)
Last update information
viewtopic.php?p=34390#p34390
My Artstation https://www.artstation.com/omidghotbi
My Instagram https://www.instagram.com/omid.ghotbi
Last update information
viewtopic.php?p=34390#p34390
My Artstation https://www.artstation.com/omidghotbi
My Instagram https://www.instagram.com/omid.ghotbi