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Re: BlendLuxCore Development
Posted: Wed Feb 14, 2018 10:44 am
by B.Y.O.B.
Yes, that's possible. It's already there in LuxCore, we just have to use it in the addon.
Re: BlendLuxCore Development
Posted: Wed Feb 14, 2018 1:17 pm
by B.Y.O.B.
Re: BlendLuxCore Development
Posted: Wed Feb 14, 2018 3:04 pm
by B.Y.O.B.
I'm currently implementing a faster AOV import routine in C++.
Managed to get the import time of the RGB AOV from around 0.7 seconds down to 0.005 seconds

Re: BlendLuxCore Development
Posted: Wed Feb 14, 2018 5:37 pm
by B.Y.O.B.
Results of the framebuffer acceleration (importing one RGB pass with 1920x1080 pixels):
Before:
Code: Select all
FrameBuffer draw took 1.841s
FrameBuffer draw took 1.744s
FrameBuffer draw took 1.378s
FrameBuffer draw took 1.604s
Now:
Code: Select all
FrameBuffer draw took 0.493s
FrameBuffer draw took 0.358s
FrameBuffer draw took 0.320s
FrameBuffer draw took 0.328s
About 0.3 seconds of each measurement are caused by
engine.end_result(result). I don't think we can optimize this because it's a Blender function.
The accelerated C++ function accounts for about 0.07 seconds of the time in the new measurements.
Re: BlendLuxCore Development
Posted: Thu Feb 15, 2018 12:11 pm
by Dade
Is DEPTH AOVs enabled by default ? I have seen it enabled in a couple of scene I have loaded today

Re: BlendLuxCore Development
Posted: Thu Feb 15, 2018 12:53 pm
by B.Y.O.B.
Yes, because it is enabled in Blender by default (in Cycles it's the same).
It probably should not be, but if I don't enable it by default, there is a black "Depth" pass in the render result. I can't remove it unfortunately.
However if you think it costs too much RAM or so I can disable it by default and we just have to live with the black "Depth" pass.
Re: BlendLuxCore Development
Posted: Thu Feb 15, 2018 2:57 pm
by Dade
B.Y.O.B. wrote: Thu Feb 15, 2018 12:53 pm
Yes, because it is enabled in Blender by default (in Cycles it's the same).
It probably should not be, but if I don't enable it by default, there is a black "Depth" pass in the render result. I can't remove it unfortunately.
However if you think it costs too much RAM or so I can disable it by default and we just have to live with the black "Depth" pass.
It costs both a bit of ram and performance, not a big deal but it looks like a waste.
Re: BlendLuxCore Development
Posted: Thu Feb 15, 2018 3:23 pm
by B.Y.O.B.
I found a way to disable Blender's Z-pass by default, so the problem is now solved and the DEPTH AOV is disabled by default

Re: BlendLuxCore Development
Posted: Sun Feb 18, 2018 12:11 pm
by jensverwiebe
@Simon
You run into trouble using:
Flag is an python 3.6 feature but next blender will stay with py 3.5 afaik.
Verify by testing in master ( py 3.6 ) vs. 2.79_rc latest src ( 3.5 )
Re: BlendLuxCore Development
Posted: Sun Feb 18, 2018 12:29 pm
by B.Y.O.B.
Damn it. I actually checked if it was supported, but I used the wrong Blender version by mistake.
Thanks, I'll revert it.