Reading that github, you want to use decimation for object display in blender? Wouldn't it be better/easier to import into blender a given number of triangles as a proxy display?
For example on a 8 milion poly mesh I would set I want to see in viewport only 1000 and random 1000 triangles or polygons would be imported for display.
And/or specify another object as a proxy display on export that would get stored with the proxy and displayed instead of hi-res mesh on load.
Best way of displaying proxy is however point cloud imho. but I don't think that's doable in blender viewport(or is it?)
The decimate modifier solution was more for testing.
For the final version I also had something like the VRayProxy in mind, where a percentage of triangles is picked randomly.
lacilaci wrote: ↑Sat Sep 08, 2018 7:14 am
Best way of displaying proxy is however point cloud imho. but I don't think that's doable in blender viewport(or is it?)
How should a point cloud look like, do you have an example from another program?
B.Y.O.B. wrote: ↑Sat Sep 08, 2018 8:19 am
The decimate modifier solution was more for testing.
For the final version I also had something like the VRayProxy in mind, where a percentage of triangles is picked randomly.
lacilaci wrote: ↑Sat Sep 08, 2018 7:14 am
Best way of displaying proxy is however point cloud imho. but I don't think that's doable in blender viewport(or is it?)
How should a point cloud look like, do you have an example from another program?
I guess, colored dots that scale with distance always facing camera with customizable density? I don't know if something like that could be set-up in blender viewport without performance hit though. Maybe random vertex display could be ok..?
lacilaci wrote: ↑Sat Sep 08, 2018 8:26 am
I guess, colored dots that scale with distance always facing camera with customizable density? I don't know if something like that could be set-up in blender viewport without performance hit though.
Yeah, I don't think that's possible with reasonable performance within the current Blender OpenGL API. Maybe in 2.8 with modern OpenGL.
New features:
The constant color node now has RGB/HSV input fields, as requested by Dez!:
When a new link is about to replace an old link, reconnect the old link to another suitable socket on the same node, if possible. https://youtu.be/D3Vfl2UcpNo
lacilaci wrote: ↑Sat Sep 08, 2018 8:26 am
I guess, colored dots that scale with distance always facing camera with customizable density? I don't know if something like that could be set-up in blender viewport without performance hit though.
Yeah, I don't think that's possible with reasonable performance within the current Blender OpenGL API. Maybe in 2.8 with modern OpenGL.
New features:
The constant color node now has RGB/HSV input fields, as requested by Dez!:
2018-09-24_13-30-44.png
When a new link is about to replace an old link, reconnect the old link to another suitable socket on the same node, if possible. https://youtu.be/D3Vfl2UcpNo
Well random vertices is good enough. As long as they are distributed evenly around the whole volume, not based on mesh density. Which was a problem in first versions of vray proxy display in max afaik. Where, for example, since trees have more polys where leaves are, vertex/cloud display picked those vertices at first so you had to request very big amount of display vertices to see where trunk is placed.
Dupli groups are now exported as true instances in BlendLuxCore (saving a lot of memory).
I also fixed some other issues in particle export when instancing lights through a particle system.
B.Y.O.B. wrote: ↑Wed Sep 26, 2018 2:45 pm
Dupli groups are now exported as true instances in BlendLuxCore (saving a lot of memory).
I also fixed some other issues in particle export when instancing lights through a particle system.
Another solid news thanks !
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Hi BYOB could you please expose setting to set initial viewport render resolution also. The current pixel size setting is for the whole render preview. I mean a setting simillar to pixel size but for first sampling only.
pz.png (13.66 KiB) Viewed 5716 times
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B.Y.O.B. wrote: ↑Wed Sep 26, 2018 2:45 pm
Dupli groups are now exported as true instances in BlendLuxCore (saving a lot of memory).
I also fixed some other issues in particle export when instancing lights through a particle system.
Another solid news thanks !
This works well and reliable in the most cases. But sonetimes if object preview is set to bounds, bounds are rendered instead of the reference or a mixture of bounds and references is rendered. I will look closer at this issue to find a simple example (what I tried but was not successful yet).
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