LuxCoreRender v2.2beta1 released

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epilectrolytics
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Re: LuxCoreRender v2.2beta1 released

Post by epilectrolytics » Fri May 03, 2019 2:09 pm

provisory wrote:
Thu May 02, 2019 9:40 pm
leaf0006-nodes.png
And here is the Blender file: leaf0006.blend
Thank you!
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Taka
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Re: LuxCoreRender v2.2beta1 released

Post by Taka » Tue May 07, 2019 5:30 pm

B.Y.O.B. wrote:
Thu May 02, 2019 6:29 am
Taka wrote:
Wed May 01, 2019 10:35 pm
Custom viewport color!!! Thank you!!!
Credit for this goes to cruderustle and the donators who placed $30 on the bounty: https://github.com/LuxCoreRender/BlendL ... issues/234
Custom viewport color doesn't work if it's assigned in Cycles first. It works if you assign the color in lux first though. In my case, I'm converting objects from Cycles to LuxCore but most objects have viewport color assigned in Cycles already. Now I can't do anything in lux, it's all gray. Is this something easily fixed or any workaround?

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B.Y.O.B.
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Re: LuxCoreRender v2.2beta1 released

Post by B.Y.O.B. » Tue May 07, 2019 6:09 pm

Taka wrote:
Tue May 07, 2019 5:30 pm
Custom viewport color doesn't work if it's assigned in Cycles first. It works if you assign the color in lux first though. In my case, I'm converting objects from Cycles to LuxCore but most objects have viewport color assigned in Cycles already. Now I can't do anything in lux, it's all gray. Is this something easily fixed or any workaround?
I looked into it and it seems to be triggered by the "use_nodes" property of the material. If use_nodes is True, the OpenGL viewport seems to use a different code path to display the material than when use_nodes is False.
I do not see a fix or workaround for this problem yet.
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Taka
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Re: LuxCoreRender v2.2beta1 released

Post by Taka » Tue May 07, 2019 6:28 pm

Thanks for looking into it. Hopely you can figure it out!

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B.Y.O.B.
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Re: LuxCoreRender v2.2beta1 released

Post by B.Y.O.B. » Tue May 07, 2019 6:47 pm

Apparently, if I set "bl_use_shading_nodes" to True, we get the same OpenGL shading as when using Cycles.
But I have to investigate first what other consequences this has, it might be that I left it disabled for a reason.
https://github.com/LuxCoreRender/BlendL ... t__.py#L29
One problem I already found is that in the "material" shading mode, it shows the Cycles material, which might confuse users.
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sanjinms
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Re: LuxCoreRender v2.2beta1 released

Post by sanjinms » Tue May 07, 2019 10:04 pm

From my experience, try to remove all UV maps.

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Re: LuxCoreRender v2.2beta1 released

Post by Odilkhan Yakubov » Tue May 07, 2019 10:08 pm

Thanks for the new release. And what about the baking textures feature?
Allah bless us!

Racleborg
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Re: LuxCoreRender v2.2beta1 released

Post by Racleborg » Fri May 10, 2019 6:51 am

Hi

I'm struggling to get this latest version to install?

I've installed the required Visual C++ Redistributable Packages for VS 2017

Screenshot attached

Thank you
Attachments
2019-05-10.png

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Re: LuxCoreRender v2.2beta1 released

Post by B.Y.O.B. » Fri May 10, 2019 9:17 am

Unfortunately this exception does not tell us much.
Does it work with the non-opencl release? If that's the case, try updating your graphics driver, there might be an issue with the OpenCL installation.
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Re: LuxCoreRender v2.2beta1 released

Post by Racleborg » Fri May 10, 2019 9:46 am

It was the drivers. (now updated).
Thank you :)

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