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Re: Issues Building on MacOS Big Sur (11.4)

Posted: Sun Nov 14, 2021 1:24 pm
by u3dreal
epilectrolytics wrote: Sun Nov 14, 2021 10:12 am No idea about building but latest MacOS BlendLux (from 2 weeks ago) works with 12.0.1 on M1 via Rosetta including OCL rendering, which is great!
OK that gives hope for the future. Great. Maybe building an arm64 version will also be easier after the static update.
With the new MacBookPro updates i'm more than tempted to get one ... but ... it's alot of money.
Unfortunatelly my MacBookPro (2013) only supports up to BigSur so i have not tinkered with macos 12.0.

Anyway hope is there. :)

Re: Issues Building on MacOS Big Sur (11.4)

Posted: Sun Nov 14, 2021 1:27 pm
by u3dreal
danielbui78 wrote: Sun Nov 14, 2021 12:46 pm Thanks again for everyone's patience and help!
No Problem good it works now !

Re: Issues Building on MacOS Big Sur (11.4)

Posted: Sun Nov 14, 2021 1:58 pm
by epilectrolytics
u3dreal wrote: Sun Nov 14, 2021 1:24 pm With the new MacBookPro updates i'm more than tempted to get one ... but ... it's alot of money.
Yeah I was waiting for those one year long but I think for rendering they are not well suited.
With the lack of raytracing cores they won't be able to compete with nVidia's mobile cards but being much pricier.

My old iMac 2009 just died and my MacBook is in no good shape either so I decided not to wait for the Air M2 any longer but got a used Air M1 for the mean time.
First thing to do was installing Blender with LuxCore and it just worked, including 7 GPU cores.
Image
Luxmark 30.10.2021-11.09.53.jpg
I wonder if Apple will add a raytracing module in the future, seeing how they got involved with Otoy, Maxon and Blender lately.
Those got help from Apple guys adapting their code while indie devs are left to their own devices literally :x

Re: Issues Building on MacOS Big Sur (11.4)

Posted: Sun Nov 14, 2021 2:06 pm
by u3dreal
OK the difference is really huge. wonder if a Metal implementation would be faster ?
We will see once cycles has a metal device.

Re: Issues Building on MacOS Big Sur (11.4)

Posted: Sun Nov 14, 2021 8:37 pm
by u3dreal
danielbui78 wrote: Sun Nov 14, 2021 12:30 am continue working on my fork
Now i'm curious what does "my fork" mean :)
Are you planning to add something to LuxCore ?

Re: Issues Building on MacOS Big Sur (11.4)

Posted: Mon Nov 15, 2021 12:26 pm
by danielbui78
u3dreal wrote: Sun Nov 14, 2021 8:37 pm
danielbui78 wrote: Sun Nov 14, 2021 12:30 am continue working on my fork
Now i'm curious what does "my fork" mean :)
Are you planning to add something to LuxCore ?
Yes. I started updating my DazStudio to LuxRender plugin a few months ago to support LuxCore. I've already added a few quality of life improvements to luxcoreconsole to intercept SIGHUP and do a render cleanup and graceful exit. I'm hoping to add in a few extra features like adding in an "Exit Stage" for the imagepipeline that only runs during the graceful exit (for post-processing effects like denoise), and restoring the realtime tonemapping features that were in LuxRender. The current changes are based off 2.5 because 2.6 crashes during kernel compilation with my AMD OpenCL drivers (80+GB RAM usage).

FYI, I think Big Sur 11.6 did break some OpenCL support (at least for HD4000) with LuxCore 2.5 officially distributed binaries. LuxCore 2.6 still works.

Re: Issues Building on MacOS Big Sur (11.4)

Posted: Mon Nov 15, 2021 2:29 pm
by u3dreal
danielbui78 wrote: Mon Nov 15, 2021 12:26 pm FYI, I think Big Sur 11.6 did break some OpenCL support (at least for HD4000) with LuxCore 2.5 officially distributed binaries. LuxCore 2.6 still works.
I'm still baffeled how random it works or not. Every update is russian roulette.

Re: Issues Building on MacOS Big Sur (11.4)

Posted: Mon Nov 15, 2021 3:08 pm
by Dade
danielbui78 wrote: Mon Nov 15, 2021 12:26 pm I'm hoping to add in a few extra features like adding in an "Exit Stage" for the imagepipeline that only runs during the graceful exit (for post-processing effects like denoise)
You can define multiple image pipelines (one with and one without the Denoiser) and run them whenever and however you want to obtain this result. It is what BlendLuxCore does.

Re: Issues Building on MacOS Big Sur (11.4)

Posted: Mon Nov 15, 2021 4:55 pm
by danielbui78
Dade wrote: Mon Nov 15, 2021 3:08 pm
danielbui78 wrote: Mon Nov 15, 2021 12:26 pm I'm hoping to add in a few extra features like adding in an "Exit Stage" for the imagepipeline that only runs during the graceful exit (for post-processing effects like denoise)
You can define multiple image pipelines (one with and one without the Denoiser) and run them whenever and however you want to obtain this result. It is what BlendLuxCore does.
That's really good to know! I'm assuming BlendLuxCore can do this because it's sending commands to the pyluxcore interpreter in real-time? Currently, I have yaluxplug (DazToLuxCore plugin) creating CFG/SCN files and spawning luxcoreconsole to process them. Currently, luxcoreconsole operates as a wrapper that sends the CFG/SCN data directly to C++ API.

Maybe what I should work on is a pyluxcore-based reimplementation of luxcoreconsole that keeps an interactive shell open to send commands in realtime? Does one already exist?

Re: Issues Building on MacOS Big Sur (11.4)

Posted: Mon Nov 15, 2021 5:37 pm
by Dade
danielbui78 wrote: Mon Nov 15, 2021 4:55 pm
Dade wrote: Mon Nov 15, 2021 3:08 pm
danielbui78 wrote: Mon Nov 15, 2021 12:26 pm I'm hoping to add in a few extra features like adding in an "Exit Stage" for the imagepipeline that only runs during the graceful exit (for post-processing effects like denoise)
You can define multiple image pipelines (one with and one without the Denoiser) and run them whenever and however you want to obtain this result. It is what BlendLuxCore does.
That's really good to know! I'm assuming BlendLuxCore can do this because it's sending commands to the pyluxcore interpreter in real-time? Currently, I have yaluxplug (DazToLuxCore plugin) creating CFG/SCN files and spawning luxcoreconsole to process them. Currently, luxcoreconsole operates as a wrapper that sends the CFG/SCN data directly to C++ API.
Yup.
danielbui78 wrote: Mon Nov 15, 2021 4:55 pm Maybe what I should work on is a pyluxcore-based reimplementation of luxcoreconsole that keeps an interactive shell open to send commands in realtime? Does one already exist?
You can use/improve pyluxcoretools "console" command (it is pretty much the same of luxcoreconsole but written in Python): https://github.com/LuxCoreRender/LuxCor ... ole/cmd.py

And/or add a new pyluxcoretools command: something like a "shell" command where you can issue command to LuxCore API so you can write some kind of simple scripts :idea:

If you prefer C++ over Python, you can still write some kind of new "luxcoreshell" executable to achieve the same type of result.