Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Posted: Fri Mar 05, 2021 7:20 pm
Great, add the option for minimum and maximum epsilon.
Show your work, get help, participate in development
https://forums.luxcorerender.org/
i see i need to add it to the document or at least notify users about it.Dade wrote: Fri Mar 05, 2021 9:20 pmBTW, epsilon change to a new value (i.e. never used before) causes a kernel recompilation when rendering on GPUs.
As the Kernel compilation is just a one-time thing, is there a way that forces it to happen, for example when the user just opening software or selecting the LuxCore as renderer and in the background thread so it not that noticable?Dade wrote: Fri Mar 05, 2021 9:20 pmBTW, epsilon change to a new value (i.e. never used before) causes a kernel recompilation when rendering on GPUs.
LuxCore API has the KernelCacheFill() function for this kind of task: https://github.com/LuxCoreRender/LuxCor ... ore.h#L142TAO wrote: Sat Mar 06, 2021 9:13 am As the Kernel compilation is just a one-time thing, is there a way that forces it to happen, for example when the user just opening software or selecting the LuxCore as renderer and in the background thread so it not that noticable?
Do you mean that if we have a default Epsilon Min/Max we can have precompiled build. So that recompilation is needed only when user change epsilon ?But it currently lack the support for epsilon min./max. definition (they are user defined values so pre-compilation isn't particularly useful: you don't know what values the user is going to pick).
Base on what Dade said we can compile the kernel in the background and if someone changes the value it needs to be recompile again, of course, we can inform the user of recompiling and we can do that in a different thread in the background so nobody needs to wait especially in the first time that uses the plugin. That's a better experience for users.Sharlybg wrote: Sat Mar 06, 2021 1:40 pmDo you mean that if we have a default Epsilon Min/Max we can have precompiled build. So that recompilation is needed only when user change epsilon ?But it currently lack the support for epsilon min./max. definition (they are user defined values so pre-compilation isn't particularly useful: you don't know what values the user is going to pick).
I mean it isn't a value we change quite often so it can save a lot of time.
That's a good idea, i can do it at the end of the installer or after the plugin selected in 3dsmax.
Hi TAO, I've finally been capable to fix the texture-wrong bump result i was having, now the sponza scene renders smoothly like yours.