
BlendLuxCore Development
Re: BlendLuxCore Development
Thanks, I'm pretty proud of it 
It will get even more useful when I implement support for the mask channels that are anti-aliased: MATERIAL_ID_MASK, BY_MATERIAL_ID, OBJECT_ID_MASK, BY_OBJECT_ID.

It will get even more useful when I implement support for the mask channels that are anti-aliased: MATERIAL_ID_MASK, BY_MATERIAL_ID, OBJECT_ID_MASK, BY_OBJECT_ID.
Re: BlendLuxCore Development
Anti-aliased mask channels? Sounds very interesting. How's that gonna work?
Are there maybe future plans to support cryptomatte as well?
Are there maybe future plans to support cryptomatte as well?
Re: BlendLuxCore Development
You can see an example in the old wiki: http://www.luxrender.net/wiki/Render_pa ... AL_ID_MASKSteffenD wrote: Mon Feb 26, 2018 5:54 pm Anti-aliased mask channels? Sounds very interesting. How's that gonna work?
MATERIAL_ID_MASK is an image with float values in the range 0..1.
You specify a material ID and it creates a mask for it.
BY_MATERIAL_ID is just the mask applied to the RGB_IMAGEPIPELINE channel (the "combined" pass in Blender).
Re: BlendLuxCore Development
OIC, thanks!
So I have one further stupid question:
Does this mean you can select a single material id to be output as a mask channel or can you add let's say 20 of these all at once to be output in 20 separate AOVs / channels?
So I have one further stupid question:
Does this mean you can select a single material id to be output as a mask channel or can you add let's say 20 of these all at once to be output in 20 separate AOVs / channels?
Re: BlendLuxCore Development
You can add multiple of these. I think there's no limit on the CPU, but the OpenCL engines the following limits apply:SteffenD wrote: Mon Feb 26, 2018 7:10 pm Does this mean you can select a single material id to be output as a mask channel or can you add let's say 20 of these all at once to be output in 20 separate AOVs / channels?
Only 1 of each allowed: MATERIAL_ID_MASK, BY_MATERIAL_ID, OBJECT_ID_MASK, BY_OBJECT_ID
Only 8 allowed: RADIANCE_GROUP (note that one of them is always used: the default light group)
(RADIANCE_GROUP is a lightgroup channel)
edit: I corrected my post.
Re: BlendLuxCore Development
Cool! Looking forward to it then! 

Re: BlendLuxCore Development
I had a look at the LuxBlend code and the limits on OpenCL are different, I corrected my post.
Re: BlendLuxCore Development
While reading through an old thread, I found this ancient bug report: http://www.luxrender.net/forum/viewtopi ... 80#p109906
The bug was also in BlendLuxCore (wrong calculation of the distance between camera and depth of field object).
I fixed it now.
The bug was also in BlendLuxCore (wrong calculation of the distance between camera and depth of field object).
I fixed it now.