BlendLuxCore Development

Discussion related to the LuxCore functionality, implementations and API.
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Dade
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Re: BlendLuxCore Development

Post by Dade »

A very impressive feature :!:
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Re: BlendLuxCore Development

Post by neo2068 »

Really great feature! :o
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B.Y.O.B.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

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.
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Re: BlendLuxCore Development

Post by SteffenD »

Anti-aliased mask channels? Sounds very interesting. How's that gonna work?

Are there maybe future plans to support cryptomatte as well?
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B.Y.O.B.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

SteffenD wrote: Mon Feb 26, 2018 5:54 pm Anti-aliased mask channels? Sounds very interesting. How's that gonna work?
You can see an example in the old wiki: http://www.luxrender.net/wiki/Render_pa ... AL_ID_MASK
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).
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Re: BlendLuxCore Development

Post by SteffenD »

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?
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

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?
You can add multiple of these. I think there's no limit on the CPU, but the OpenCL engines the following limits apply:
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.
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Re: BlendLuxCore Development

Post by SteffenD »

Cool! Looking forward to it then! :)
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

SteffenD wrote: Mon Feb 26, 2018 7:16 pm Cool! Looking forward to it then! :)
I had a look at the LuxBlend code and the limits on OpenCL are different, I corrected my post.
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Re: BlendLuxCore Development

Post by B.Y.O.B. »

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.
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