Transitioning from VRay to LuxCoreRender

Discussion related to the Engine functionality, implementations and API.
happyboy
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Re: Transitioning from VRay to LuxCoreRender

Post by happyboy » Sat Jul 13, 2019 1:26 am

B.Y.O.B. wrote:
Fri Jul 12, 2019 7:18 am
As far as LuxCore is concerned, every length is in meters.
Thanks!

happyboy
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Re: Transitioning from VRay to LuxCoreRender

Post by happyboy » Thu Jul 18, 2019 5:11 am

Another question: can we store OBJECT_ID AOV in an exr? I'm getting this error:

RuntimeError: Object ID image can be saved only in non HDR formats: 4

But in wiki (https://wiki.luxcorerender.org/LuxCore_ ... ka_AOVs.29) OBJECT_ID is marked as "HDR".

And with VRay, it is stored in a channel of uint type instead of float type and my program can successfully read from it (and values are correct).

Is this intended, or a bug? If it's not a bug, how is it stored? I'm asking because I tried to store luxcore's OBJECT_ID AOV in LDR (a png file), but the file looks different than VRay's png.

happyboy
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Re: Transitioning from VRay to LuxCoreRender

Post by happyboy » Thu Jul 18, 2019 5:20 am

Also, if I defined an "ALBEDO" output, but don't have an "AVG_SHADING_NORMAL" output defined, ALBEDO won't be saved. If I defined both, both will be saved. It looks like a bug? (I'm not using OIDN in this case)

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Dade
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Re: Transitioning from VRay to LuxCoreRender

Post by Dade » Thu Jul 18, 2019 8:12 am

happyboy wrote:
Thu Jul 18, 2019 5:11 am
Another question: can we store OBJECT_ID AOV in an exr? I'm getting this error:

RuntimeError: Object ID image can be saved only in non HDR formats: 4

But in wiki (https://wiki.luxcorerender.org/LuxCore_ ... ka_AOVs.29) OBJECT_ID is marked as "HDR".

And with VRay, it is stored in a channel of uint type instead of float type and my program can successfully read from it (and values are correct).

Is this intended, or a bug? If it's not a bug, how is it stored? I'm asking because I tried to store luxcore's OBJECT_ID AOV in LDR (a png file), but the file looks different than VRay's png.
OBJECT_ID, MATERIAL_ID and SAMPLECOUNT AOVs are saved in RGB 8 bits (so only 24 bits are stored): https://github.com/LuxCoreRender/LuxCor ... t.cpp#L483
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happyboy
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Re: Transitioning from VRay to LuxCoreRender

Post by happyboy » Thu Jul 18, 2019 10:15 am

Dade wrote:
Thu Jul 18, 2019 8:12 am
OBJECT_ID, MATERIAL_ID and SAMPLECOUNT AOVs are saved in RGB 8 bits (so only 24 bits are stored): https://github.com/LuxCoreRender/LuxCor ... t.cpp#L483
Thanks! The results (luxcore vs VRay) matched now.

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Dade
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Re: Transitioning from VRay to LuxCoreRender

Post by Dade » Mon Jul 22, 2019 9:28 am

happyboy wrote:
Thu Jul 18, 2019 5:20 am
Also, if I defined an "ALBEDO" output, but don't have an "AVG_SHADING_NORMAL" output defined, ALBEDO won't be saved. If I defined both, both will be saved. It looks like a bug? (I'm not using OIDN in this case)
It was a bug and I should have fixed this problem.
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happyboy
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Re: Transitioning from VRay to LuxCoreRender

Post by happyboy » Tue Jul 23, 2019 2:03 am

Dade wrote:
Mon Jul 22, 2019 9:28 am
It was a bug and I should have fixed this problem.
Thanks! It works now.

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