Re: BlendLuxCore Development
Posted: Wed Dec 20, 2017 7:53 pm
Ah, thanks, that would be nice. I'm on win10
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if context:
# Viewport render needs gamma correction
definitions["film.imagepipeline.1.type"] = "GAMMA_CORRECTION"
definitions["film.imagepipeline.1.value"] = 2.2
else:
# Final render needs to be made darker so it matches viewport
# TODO this is hopefully no longer necessary once we can use
# the Blender colorspace fragment shader in viewport drawing
definitions["film.imagepipeline.1.type"] = "TONEMAP_LINEAR"
definitions["film.imagepipeline.1.scale"] = 1 / 2.25
Is there any difference between the workaround and a normal fix by blender foundation ? by the way good jobsB.Y.O.B. wrote: Thu Dec 21, 2017 3:48 pm I now added a workaround to the Blender bug: https://github.com/LuxCoreRender/BlendLuxCore/issues/12
However it's very hacky. Basically I create a second pointer: object -> material_node_tree because the pointer material -> material_node_tree is not saved.
This will hopefully make testing more pleasant until the bug is fixed.
Gets really annoying to always re-create the same basic node trees![]()
Yes, a huge difference. The workaround is not a fix.Is there any difference between the workaround and a normal fix by blender foundation ?
will continue to do project and tutorial with only normal shader now i have the habit and i'am a bit faster nowI guess I don't really need to say this, but just to be clear:
Do not create any .blend files with the current state of the addon and expect them to work later!
Until we release the first stable version.
Before the stable version there will probably be a few alpha/beta releases for testing. For them the same statement is valid.