BlendLuxCore Development

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

Post by Piita » Thu Apr 25, 2019 7:04 am

Awesome, BYOB. Thanks!
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Re: BlendLuxCore Development

Post by Sharlybg » Thu Apr 25, 2019 10:45 am

B.Y.O.B. wrote:
Tue Apr 23, 2019 9:53 pm
BlendLuxCore now supports the new adaptive sampling: http://forums.luxcorerender.org/viewtop ... 100#p12284
It is enabled by default if the sobol or random samplers are used.
I really really appreciate this New adaptative Sampling improvement ! and Cache reusability feature is so amazing :D can't wait for the next release.
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Thu Apr 25, 2019 11:33 am

I also added support for automatic entry radius in DLSC settings.
Sharlybg wrote:
Thu Apr 25, 2019 10:45 am
and Cache reusability feature is so amazing
I'm working on that right now.
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Re: BlendLuxCore Development

Post by Sharlybg » Thu Apr 25, 2019 12:57 pm

I'm working on that right now.
Thanks a lot !

I just want to understand something : If i export a Blend file with luxcore shader set in FBX format do other 3D software can read the shader in FBX (example : MaxLuxcore reading Shader from imported file) ?
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Thu Apr 25, 2019 1:01 pm

Sharlybg wrote:
Thu Apr 25, 2019 12:57 pm
I just want to understand something : If i export a Blend file with luxcore shader set in FBX format do other 3D software can read the shader in FBX (example : MaxLuxcore reading Shader from imported file) ?
No, because you will be using the FBX exporter bundled with Blender, which doesn't export the LuxCore node trees. (I'm not even sure it can export Cycles materials)

However, someone could write an FBX exporter for BlendLuxCore, using the Blender exporter as a base.
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Re: BlendLuxCore Development

Post by B.Y.O.B. » Thu Apr 25, 2019 2:18 pm

BlendLuxCore now has a first, rather crude, support for persistent PhotonGI cache file.

When you first open a .blend file, this feature will be disabled:
2019-04-25_16-08-47.png
2019-04-25_16-08-47.png (7.67 KiB) Viewed 325 times
You have to enable "Compute and save" and start the render.
Now a cache file exists, but it will be overwritten by default:
2019-04-25_16-13-58.png
2019-04-25_16-13-58.png (9.53 KiB) Viewed 325 times
You have to make the conscious decision to use the cache, because any change you make to the scene essentially invalidates the cache, and so far I have not implemented an auto-detection of such changes.
To use the cache, disable "Compute and overwrite":
2019-04-25_16-15-49.png
2019-04-25_16-15-49.png (8.03 KiB) Viewed 325 times
Now, if you start a render, the cache will be loaded from the file and the cache computation will be skipped.
If you change something in your scene, you have to enable "Compute and overwrite" again once to update the cache.
If you don't want to use file caching anymore, set an empty file path.
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Re: BlendLuxCore Development

Post by alpistinho » Thu Apr 25, 2019 2:36 pm

B.Y.O.B. wrote:
Tue Apr 23, 2019 9:53 pm
BlendLuxCore now supports the new adaptive sampling: http://forums.luxcorerender.org/viewtop ... 100#p12284
It is enabled by default if the sobol or random samplers are used.
I was thinking about it and I guess that the adaptive sampling will behave a bit differently on Blender compared to Luxcoreui. Since many times the tone mapping is done on Blender based on the HDR image produced by LuxCoreRender, the adaptive sampling will not consider it. Maybe some heuristic could be developed for this case, but it would be good to test it.
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Re: BlendLuxCore Development

Post by lacilaci » Fri Apr 26, 2019 8:06 am

alpistinho wrote:
Thu Apr 25, 2019 2:36 pm
B.Y.O.B. wrote:
Tue Apr 23, 2019 9:53 pm
BlendLuxCore now supports the new adaptive sampling: http://forums.luxcorerender.org/viewtop ... 100#p12284
It is enabled by default if the sobol or random samplers are used.
I was thinking about it and I guess that the adaptive sampling will behave a bit differently on Blender compared to Luxcoreui. Since many times the tone mapping is done on Blender based on the HDR image produced by LuxCoreRender, the adaptive sampling will not consider it. Maybe some heuristic could be developed for this case, but it would be good to test it.
Or, have a fully featured standalone framebuffer with tonemapping on it's own (like a modified luxcoreui) like vray or corona has.

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Re: BlendLuxCore Development

Post by alpistinho » Fri Apr 26, 2019 8:43 am

lacilaci wrote:
Fri Apr 26, 2019 8:06 am
Or, have a fully featured standalone framebuffer with tonemapping on it's own (like a modified luxcoreui) like vray or corona has.
I am starting to work on it, but it won't be ready for 2.2
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Re: BlendLuxCore Development

Post by nigec » Fri Apr 26, 2019 8:48 am

alpistinho wrote:
Fri Apr 26, 2019 8:43 am
I am starting to work on it, but it won't be ready for 2.2
Are you working on a better ui alpistinho?

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