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Re: BlendLuxCore Development

Posted: Mon Feb 26, 2018 10:30 pm
by kintuX
B.Y.O.B. wrote: Mon Feb 26, 2018 10:44 am Over the last days I implemented support for Blender's render layers in BlendLuxCore.
This is now possible thanks to the new "camerainvisible" option for LuxCore objects.

The AOVs are now set per render layer (like in Cycles).
You can also override all materials on a render layer, just like in Cycles, and you can override the halt conditions for each render layer.
This is cool if you have for example an object that is later blurred in compositing and only needs 10 samples to render, while the rest of the sceen needs 1000 samples.

Here is an example usage:
The luxball is on a different render layer than the rest of the room.
Room and LuxBall are rendered separately and combined with an alpha over node.
This is useful if you later need to re-render just the LuxBall (or the room).
You can also create all kinds of unrealistic effects with render layers ;)

I think this is a great tool for power users. I myself have rarely used render layers so far, so I don't even know of all the possibilities. However, they make it possible to use the full power of Blender's compositor with LuxCore.
oh oh oh
niiiice :D

Re: BlendLuxCore Development

Posted: Wed Feb 28, 2018 11:17 pm
by B.Y.O.B.
I stumbled about some draw handler code and got inspired to make a little function that shows the sphere radius of the active point light.
It's kind of a proof-of-concept, we can add more custom widgets this way I think.
For example for IES lights: https://github.com/LuxCoreRender/BlendLuxCore/issues/90

Commit: https://github.com/LuxCoreRender/BlendL ... 3fb7070R60
And a screenshot:

Re: BlendLuxCore Development

Posted: Thu Mar 01, 2018 7:43 am
by marcatore
Really really good!!! well done

Re: BlendLuxCore Development

Posted: Thu Mar 01, 2018 1:20 pm
by B.Y.O.B.
Started to work on material preview.
Todo: https://github.com/LuxCoreRender/BlendLuxCore/issues/86

Re: BlendLuxCore Development

Posted: Thu Mar 01, 2018 1:24 pm
by kintuX
B.Y.O.B. wrote: Thu Mar 01, 2018 1:20 pm Started to work on material preview:
:o i love you :D anyway you like it :mrgreen:

Re: BlendLuxCore Development

Posted: Thu Mar 01, 2018 2:17 pm
by Sharlybg
Thanks you ! this is a huge job ;)

Re: BlendLuxCore Development

Posted: Thu Mar 01, 2018 3:05 pm
by B.Y.O.B.
Fun fact: the default preview sphere of the Blender Internal renderer is 9.15 meters in diameter at a worldscale of 1.
Not exactly the best size to preview fine bumpy details if you ask me...
(In the screenshot above I used 10cm bump height)

Re: BlendLuxCore Development

Posted: Thu Mar 01, 2018 4:03 pm
by Sharlybg
B.Y.O.B. wrote: Thu Mar 01, 2018 3:05 pm Fun fact: the default preview sphere of the Blender Internal renderer is 9.15 meters in diameter at a worldscale of 1.
Not exactly the best size to preview fine bumpy details if you ask me...
(In the screenshot above I used 10cm bump height)
:shock: Why ? Why ?

BTW the old luxcore preview i think had a strange behaviour (maybe bug). Sometimes it run your cpu at 100% until you close blender no matter the preview is noise free or not. like a random infinite loop.

Re: BlendLuxCore Development

Posted: Thu Mar 01, 2018 5:28 pm
by B.Y.O.B.
Sharlybg wrote: Thu Mar 01, 2018 4:03 pmWhy ? Why ?
The sphere in the cycles preview scene is 1.85 meters in diameter.
I think the developers did not really care about real-life units back when BI was made.
No idea about Cycles though. However they, too, seem to see the unit system just as something cosmetic.
For example, if you use depth of field in Cycles and you change the scene scale (effectively making every object in the scene larger or smaller), the depth of field strength does not change at all. In BlendLuxCore it does.
Sharlybg wrote: Thu Mar 01, 2018 4:03 pm BTW the old luxcore preview i think had a strange behaviour (maybe bug). Sometimes it run your cpu at 100% until you close blender no matter the preview is noise free or not. like a random infinite loop.
I hope this does not happen in the new addon. If you encounter something like this, tell me.

Re: BlendLuxCore Development

Posted: Thu Mar 01, 2018 6:36 pm
by Sharlybg
So now what kind of size is suitable for the preview ?
10cm ?