Re: BlendLuxCore Development
Posted: Mon Jan 15, 2018 9:57 pm
Can we also expect that update directly inside blender addon manager will update both blendluxcore and luxcore ?Yes it's something I wanted to do for a very long time.
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Can we also expect that update directly inside blender addon manager will update both blendluxcore and luxcore ?Yes it's something I wanted to do for a very long time.
Umm yes everything else would be stupid, right?Can we also expect that update directly inside blender addon manager will update both blendluxcore and luxcore ?
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RuntimeError: Syntax error in a Properties at line 2
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props = pyluxcore.Properties()
props.SetFromString("""
# The slight offset is there to avoid floating point precision issues
# with objects that are exactly at world center, e.g. "cube on a plane scene"
# Dark subgrid (10cm blocks)
scene.textures.grid_10cm_1.type = "checkerboard3d"
scene.textures.grid_10cm_1.texture1 = 0.3 0.3 0.3
scene.textures.grid_10cm_1.texture2 = 0.4 0.4 0.4
scene.textures.grid_10cm_1.mapping.type = "globalmapping3d"
scene.textures.grid_10cm_1.mapping.transformation = 10 0 0 0 0 10 0 0 0 0 10 0 0.001 0.001 0.001 1
# Light subgrid (10cm blocks)
scene.textures.grid_10cm_2.type = "checkerboard3d"
scene.textures.grid_10cm_2.texture1 = 0.4 0.4 0.4
scene.textures.grid_10cm_2.texture2 = 0.5 0.5 0.5
scene.textures.grid_10cm_2.mapping.type = "globalmapping3d"
scene.textures.grid_10cm_2.mapping.transformation = 10 0 0 0 0 10 0 0 0 0 10 0 0.001 0.001 0.001 1
# Big grid (1m blocks)
scene.textures.grid_1m.type = "checkerboard3d"
scene.textures.grid_1m.texture1 = "grid_10cm_1"
scene.textures.grid_1m.texture2 = "grid_10cm_2"
scene.textures.grid_1m.mapping.type = "globalmapping3d"
scene.textures.grid_1m.mapping.transformation = 1 0 0 0 0 1 0 0 0 0 1 0 0.001 0.001 0.001 1
# Material
scene.materials.{mat_name}.type = "matte"
scene.materials.{mat_name}.kd = grid_1m
""".format(mat_name=luxcore_name))
The spaces/tabs before the "#' char. Comments must have a "#" as first char of the line at the moment. I will add a trim() to let the parser be a bit more flexible. In the mean team, just remove the spaces/tabs as workaround.B.Y.O.B. wrote: Mon Jan 15, 2018 10:12 pm @Dade: I'm trying to use SetFromString() on a properties object, but it's failing withCode: Select all
RuntimeError: Syntax error in a Properties at line 2
You can still do that. Set the world light to "None" and only use hemi lamps with HDRI.Sharlybg wrote: Tue Jan 16, 2018 1:26 pm #2 I also think like in the past that the possibility for luxcore to set HDRi map by Hemi Lamp was far better than cycles generic HDR. It give great flexibility and simplicity. you can have many different hdri (day /night /cloudy) in your scene and easily manage them using layers or on/off gain individually.
I had something similar happen to me, too. The world and light controls just look very alike.Sharlybg wrote: Tue Jan 16, 2018 1:26 pm And now the fact to have a generic HDR system in world panel can add confusion. i've already work for hours with defferent HDR map in the same system without noticed it
This is the problem, world light have to be set to none first and the additional gymnastic add unnecessary potential confusion.You can still do that. Set the world light to "None" and only use hemi lamps with HDRI.
B.Y.O.B. wrote: Sun Jan 14, 2018 12:00 pm It was one of them.
Now only one is left I think:
I have a scene where a camera and a green sphere are moving at equal speed to the left.
In the background are some white cubes on a red plane.
I use both camera and object motion blur.
When I use shutter = 1.0, everything works as expected (green sphere is sharp because it has equal speed with camera, background is blurred).
But when I use any other shutter value, the green sphere is blurred as well.
Did I ?Dade wrote: Sun Jan 14, 2018 2:35 pm I should have fixed the problem (pull both LuxCore and BlendLuxCore).