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Re: A Project re-boot

PostPosted: Mon Jan 01, 2018 6:26 pm
by thomascheng
I like to contribute as an Artist or tester. Here are my specs: Win 10 Pro, Ryzen 1800x, 32GB Ram, RX480 8GB, Asus Prime Pro Mobo. This looks like it will be very powerful. Thanks.

Re: A Project re-boot

PostPosted: Tue Jan 02, 2018 7:54 am
by B.Y.O.B.
Dade wrote:There is a new Blender plugin, re-written from scratch, and it has hit a Blender bug. I think it is a show stopper at the moment but B.Y.O.B. can better explain the situation.

The bug report is here: https://developer.blender.org/T53509
So far no reaction from the Blender developers after it was assigned to Bastien Montagne.

What this bug means for the users: Every time you save and re-open a .blend file, all connections between materials and their node trees are lost. You can re-connect them by hand, but of course it is very tedious to do so when you have a couple of materials per scene.
I have implemented a workaround to make my life easier when I test the addon, but it has a lot of problems (only 1 material possible per object, no refresh during viewport render when you edit a material etc.).

So I'd like to wait for the Blender devs to fix this bug, otherwise it's not much fun to use the new addon.

Re: A Project re-boot

PostPosted: Tue Jan 02, 2018 9:45 am
by gecko
B.Y.O.B. wrote:What this bug means for the users: Every time you save and re-open a .blend file, all connections between materials and their node trees are lost.

Is the assumption that all material definitions will be based on node trees? Or can you still define materials using the old-school material panel and have them persist when you save / re-load? I personally don't mind that as a solution for now if it works (not necessarily a good idea for a public release, but it's still the way I handle most of my materials anyway). On the other hand, if I need to start using node trees for all my materials then I'm going to spend my time waiting for the bug fix by getting more comfortable using material nodes!

Re: A Project re-boot

PostPosted: Tue Jan 02, 2018 1:21 pm
by B.Y.O.B.
As far as I'm concerned there will only be node tree materials.
It costs too much developer time to maintain two material editors.

I'm planning to offer some quick presets though, so you don't have to re-create the same basic node trees all the time.

Re: A Project re-boot

PostPosted: Wed Jan 03, 2018 12:51 am
by artstud3
Hi,
If i may be useful to Lux Render project (without doubt the best free rendering engine)
I will be happy to help. (tester/artist)
I am on Mac Pro, El Capitan 10.11.6, NVIDIA GeForce GTX 680 2048 Mo.
Regards
Hervé
PS: Happy New Year to the Lux Render Team and Thanks for this amazing free render engine.

Re: A Project re-boot

PostPosted: Wed Jan 03, 2018 10:51 am
by arvinmoses
I'd be really interested in trying the reboot. We currently use Octane Render Standalone in our pipeline. It's near perfect for what we need, but it can get expensive with yearly updates, especially since some of our users don't need to run it that often. Also while we don't need it atm - using actual lights instead of ibl takes a decent amount of time to fully denoise.

Cycles is the first option I'm looking into, but would love to take the new lux through the paces as well.

System Specs
1800x Ryzen
GTX 980
32GB DDR 4 Ram

Re: A Project re-boot

PostPosted: Thu Jan 04, 2018 8:49 am
by thomascheng
We use Principled BSDF a lot with Substance Painter and 3D Coat. Just curious if there would be support for this shader? Thanks.

Re: A Project re-boot

PostPosted: Thu Jan 04, 2018 8:56 am
by Dade
thomascheng wrote:We use Principled BSDF a lot with Substance Painter and 3D Coat. Just curious if there would be support for this shader? Thanks.


I have developed the code for Disney's Principled BSDF for a commercial product in the past (it is not something too complex too). It is not planned at the moment but if there is interested it is something we can add in the future.

Re: A Project re-boot

PostPosted: Thu Jan 04, 2018 4:43 pm
by artstud3
Dade wrote:
thomascheng wrote:We use Principled BSDF a lot with Substance Painter and 3D Coat. Just curious if there would be support for this shader? Thanks.


I have developed the code for Disney's Principled BSDF for a commercial product in the past (it is not something too complex too). It is not planned at the moment but if there is interested it is something we can add in the future.

Hi,
It could be a very good thing to add this in LuxRender... 8-)
Regards
Hervé

Re: A Project re-boot

PostPosted: Sat Jan 06, 2018 9:23 am
by brendan_orr
Count me in as a Linux tester and artist and perhaps count me in for help with documentation/wiki.