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Re: LuxCoreRender daily/automatic builds

Posted: Mon Apr 26, 2021 5:10 pm
by JulianoLisboa
With the latest build daily I am getting this message in any file I try to render.

"Python int too large to convert to C long"
error.jpg
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Re: LuxCoreRender daily/automatic builds

Posted: Tue Apr 27, 2021 8:46 am
by Dade
JulianoLisboa wrote:
Mon Apr 26, 2021 5:10 pm
With the latest build daily I am getting this message in any file I try to render.
Are you on Windows ? It doesn't happen for me on Linux. This is likely to be the side effect of a recent change, I pushed a tentative fix but I can not test if it has fixed the problem.

Re: LuxCoreRender daily/automatic builds

Posted: Tue Apr 27, 2021 12:15 pm
by JulianoLisboa
Yes I use Windows 10, I will test it, thanks.

Re: LuxCoreRender daily/automatic builds

Posted: Tue Apr 27, 2021 2:58 pm
by mip
Hi,
Same ""Python int too large to convert to C long"" problem as Juliano on Win10 here on the two latest 2.6 builds (including the latest fix attempt).

Re: LuxCoreRender daily/automatic builds

Posted: Wed Apr 28, 2021 11:09 am
by Dade
Actually, I tested the v2.6 build on Windows and it is working fine for me with the default cube, are you using a different test scene ?

Re: LuxCoreRender daily/automatic builds

Posted: Wed Apr 28, 2021 4:25 pm
by lacilaci
Dade wrote:
Wed Apr 28, 2021 11:09 am
Actually, I tested the v2.6 build on Windows and it is working fine for me with the default cube, are you using a different test scene ?
I have the same python c long error on latest build on laptop. I think it did work on desktop although I'm not sure right now it was the same luxcore build. (both laptop and desktop use ryzen cpu and rtx20xx gpu).

Maybe improper uninstall of blendluxcore could be the cause? For some reason remove option in blender gave me some other python error so I just deleted blendluxcore folder and installed again. I don't know if this could be the cause but 2.5 release version works fine anyways.

Re: LuxCoreRender daily/automatic builds

Posted: Wed Apr 28, 2021 8:28 pm
by mip
It is possible to toggle the problem on or off with the following :

Here is the luxball scene with only the Room and LuxBall Center sphere.
By default, all objects have an object Id of -1 (= random Id attribution)
Set the Room Id to 1 in Object Property, leaving the LuxBall Center sphere to -1.
When trying to render, it generates the "Python int too large to convert to C long" error.

When the LuxBall Center sphere object ID is changed to 1, it renders.

It seems that the object ID AOV automatic generation is related to the error.

Hope it helps...

Re: LuxCoreRender daily/automatic builds

Posted: Wed Apr 28, 2021 8:36 pm
by foreachthing
Got the same thing "Python int too large to convert to C long", posted over at github: https://github.com/LuxCoreRender/BlendL ... issues/674

Re: LuxCoreRender daily/automatic builds

Posted: Thu Apr 29, 2021 11:22 am
by Dade
mip wrote:
Wed Apr 28, 2021 8:28 pm
It is possible to toggle the problem on or off with the following :

Here is the luxball scene with only the Room and LuxBall Center sphere.
By default, all objects have an object Id of -1 (= random Id attribution)
Set the Room Id to 1 in Object Property, leaving the LuxBall Center sphere to -1.
When trying to render, it generates the "Python int too large to convert to C long" error.

When the LuxBall Center sphere object ID is changed to 1, it renders.

It seems that the object ID AOV automatic generation is related to the error.

Hope it helps...
Ok, this explain the problem: Python "int" data type can be 32bit or 64bit long according the value stored. The random ID can assume values larger than 2^31 (it is signed) so Python store the value in a 64bit field and this trigger the problem.

I'm now considering all Python "int" as 64bit values and this should have fixed the problem.

Re: LuxCoreRender daily/automatic builds

Posted: Sat May 01, 2021 12:16 am
by mip
Working fine now. Thanks Dade !