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Re: BlendLuxCore Development
Posted: Mon Feb 05, 2018 8:06 am
by B.Y.O.B.
Very cool that you're contributing
The procedure is:
- Create a fork of the BlendLuxCore repository on GitHub
- Clone your fork to your local computer
- Modify the files
- Commit your changes
- Push your commit to your fork repository
- Create a pull request (request me to pull your changes into the main BlendLuxCore repository)
- Then I'll review your pull request, maybe give you tips or ask to change something, and when everything is ok I will merge the pull request into the main BlendLuxCore repository
I hope this does not look intimidating, it's not too complicated. You can find help on all of these steps on github or the internet - or ask me if you're stuck somewhere.
Re: BlendLuxCore Development
Posted: Mon Feb 05, 2018 8:47 am
by Sharlybg
It's sure he is far from me even in my dreams i can't do this

while now i can read a code and get a good understanding of what is happening !
Re: BlendLuxCore Development
Posted: Thu Feb 08, 2018 11:52 am
by B.Y.O.B.
Pointiness support:
Re: BlendLuxCore Development
Posted: Thu Feb 08, 2018 7:15 pm
by Sharlybg
Pointiness support:
nice work dude, i juste realise that i forget this importante feature.
Re: BlendLuxCore Development
Posted: Thu Feb 08, 2018 9:57 pm
by B.Y.O.B.
Added the last 3 missing textures:
UV, Checkerboard 2D and Normalmap.
Note that the option to create an implicit normalmap already existed for the imagemap texture (because it's convenient), but this "free" normalmap node allows to use any color input as a normalmap, like the clouds texture in the example.
I doubt many users will need that flexibility, but it's nice to have.
The UV texture is mainly for testing your UV layout, seeing the tiling patterns better etc.
Re: BlendLuxCore Development
Posted: Thu Feb 08, 2018 10:08 pm
by Sharlybg
this "free" normalmap node allows to use any color input as a normalmap, like the clouds texture in the example.
I doubt many users will need that flexibility, but it's nice to have.
You're telling me that i'm no longer forced to create normal map outside of luxcore

.Did never mind this possible. this is simply a great time saver thanks you clever man

. Be sure i will abuse of this until i get drunk

Re: BlendLuxCore Development
Posted: Thu Feb 08, 2018 10:17 pm
by B.Y.O.B.
No, you still have to use a normalmap as input to the normalmap node.
The normalmap texture in LuxCore just converts the colors (RGB) to an internal XYZ bump representation.
I guess we could write an image preprocessor that generates a normalmap from a diffuse texture before the rendering starts (like my
normalmapgenerator does). Not sure if that's a good idea.
Re: BlendLuxCore Development
Posted: Thu Feb 08, 2018 10:18 pm
by Luximage
Great news very nice features, congrats to the team.
Re: BlendLuxCore Development
Posted: Fri Feb 09, 2018 12:08 pm
by B.Y.O.B.
I created a workaround for the band node animation problem: You can now press a button next to a band node item to add/remove a keyframe.
Demo:
https://youtu.be/GvlbEW1P2fk
Commit (rather horrible code):
https://github.com/LuxCoreRender/BlendL ... 19d0e93dde
Re: BlendLuxCore Development
Posted: Tue Feb 13, 2018 5:16 am
by Philstix
The lastest download for Linux from
https://github.com/LuxCoreRender/BlendL ... opencl.zip seems to be missing the file /nodes/textures/blendernoise.py, /nodes/textures/checkerboard2d.py and /nodes/textures/normalmap.py
Code: Select all
ImportError: No module named 'BlendLuxCore.nodes.textures.blendernoise'
Code: Select all
ImportError: No module named 'BlendLuxCore.nodes.textures.checkerboard2d'
Code: Select all
ImportError: No module named 'BlendLuxCore.nodes.textures.normalmap'
My github repo clone has them, so I suspect they got missed from the archive.
(... a bit later ...)
Doh!

I just realised the problem is caused by my copying the /nodes/textures/__init__.py over from the git clone. Presumably that means the alpha4 download doesn't include them yet.