LuxBlend_0.7 - how to assure it will work properly on OSX

Discussion related to the 'LuxBlend' Blender 2.4+ python exporter script.

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LuxBlend_0.7 - how to assure it will work properly on OSX

Postby jensverwiebe » Thu May 14, 2009 12:28 pm

Hi all, here we go into the basic needs for Luxblend_0.7/Blender2.4.9b.

1. LuxBlend_0.7 needs as minimum Python 2.5.x to work.

For LuxRender on OSX load a Blender compiled against Python 2.5 !!!! named as "custom" on blender.org.
Actual link is: http://download.blender.org/release/Ble ... -intel.zip
Don´t be misguided, 10.5 means up to 10.6.x too !!!! the py2.5-ending is the clou !
The correct Python version is 2.5.x on Tiger. You can get Python for Tiger at http://www.python.org/, 2.5.1 was tested, but higher versions should work (please report your experiences)
For blender.org doesn´t host a Blender for OSX 10.4/py.2.5 atm, you may get one at GRAFICALL : http://graphicall.org/builds/index.php
On Leopard and SnowLeopard Python 2.5.1 (2.5.2) is preinstalled by default ( best is don´t touch it ).

Keep in mind that Blender must be always matched with the Python it was compiled against.

--------------------------------

Special note: There is a widespread misunderstanding with scripts on OSX:

- Don´t put them in the invisible scripts-folder of app-package. - there´s no need for this uncomfortable action.
- Just place a PythonScripts-folder in you Blender-folder and put all your extern scripts there !!!
- Set the path in Blender-pref´s to it !!! ( the app-internal ones are found always automatically - hardcoded path )
- Don´t forget to store this settings ( ctrl-u ), so they are stored as defaults.


This way all works fine and if you update Blender ( with actual svn-build for example ) nothing has to be changed
+ different testbuilds can all acces this pythonscripts too.
+ you can run 2 Blender parallel, always having acces to the same set of scripts.

If you have Blender in: Applications/Blender/ , this is supported directly by the installer to place LuxBlend inside the
hidden scripts-folder in the blender.app-package !!!!

As a sidenote for hardcore-fiddlers:

howto acces to invisible Python-scripts inside Blender --> open Blender.app-package --> goto Contents/MacOS -->
cmd + shift + g opens a dialog --> type ".blender" to open invisible folder --> manage the scripts

--------------------------------

2.Pathes: a typical pathsetup in the system-tab of Luxblend is:

- lux binary dir:/Applications/LuxRender/ - that means it point to the LuxRender application directory containing Luxrender.app and Luxconsole
- lux output dir: the default output-path for default-render/export. Deactivate "def" if you wish to store at another location/custom-named, you will be asked in a fileselector then.

--------------------------------

Summary:

- On OSX 10.5.x, use the default installed Python 2.5.1 and on 10.6.x 2.5.4 from Apple, it works best. Don´t install additional Python, it could break proper functions for some scripts.
- On OSX 10.4.x i´ve tested Python 2.5.1 from Python.org installed separate ( installs in library/frameworks and don´t overwrites Apple Python 2.3.5 in system/library/framework)
- normally all Python 2.5.x should work, but did not verify this yet.

--------------------------------

Additional info ( to be continued ):

Sometimes people encounter changes they do in a Blender editor like UV-edit or edit-mode etc. don´t show up in render.
It is typical that for such changes to take effect in any script, the editor has to be closed ( back to object-mode )

Another reason for missing objects in the render could be due an object-type not yet supported. These are at the moment ( --> workaround )
    - particles --> convert to mesh
    - metaballs --> convert to mesh
    - text --> convert to mesh
    - volumes --> use other than bidirectional integrator

Networking:

- Make sure all servers/clients have the same LuxRender-version ( incl. RC-candidate )
- If you get errors like: "invalid signature", make sure all people are using LuxRender compiled against same Boost-Lib´s, version 1.3.9 actually for RC5 and up,
otherwise the network-serialization will fail.
- on OSX you can simply drag the luxconsole to the terminal, add -s press enter and it will start as a renderserver, it will use all cores available unless you specify -t<threads> to limit threads.
With 0.6RC6 i added symlinking to standard-system-searchpath ( /usr/local/bin ), so you can type in any directory in terminal: luxconsole -s , enter to run it .
BTW: although i started strict naming-convention LuxConsole ( capital" L" capital "C" ), this in not case-sensitive here.

--------------------------------

Have a look too at my little guide for Lux-starters on OSX : http://www.luxrender.net/forum/viewtopic.php?f=16&t=1964

Cheers....Jens
Last edited by jensverwiebe on Fri Aug 27, 2010 4:34 pm, edited 10 times in total.
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Re: LuxBlend - how to assure it will work properly on OSX

Postby Railroad Bill » Wed Jun 24, 2009 3:11 pm

Hi, i`v got some problem with luxrender. When i run this one terminal take me this massage: "Illegal instruction luxrender"
Hope u can help/

P.S Sorry 4 my English
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Re: LuxBlend - how to assure it will work properly on OSX

Postby jeanphi » Wed Jun 24, 2009 3:16 pm

Hi,

Are you on MacOS? Intel based Mac have recent processors supporting SSE/SSE2, which is required for default LuxRender builds. Official releases have binaries without SSE2.

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Re: LuxBlend - how to assure it will work properly on OSX

Postby jensverwiebe » Wed Jun 24, 2009 3:40 pm

Hi
"Illegal instruction luxrender"

Could it be you try to run the wrong app in terminal?
You should use luxconsole

SSE shouldn´t matter for Intel-Macs. They all support up to SSE3 but the first CoreDuo does not support 64bit !!!
This CPU was afaik only in the first-generation MacBook. After that Core2Duo was introduced.

You did not mention your Computer neither OS.
Can you make sure you use the right Version? 32 or 64bit ?

Jens
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Re: LuxBlend - how to assure it will work properly on OSX

Postby Railroad Bill » Thu Jun 25, 2009 3:58 am

I have AMD Athlon 2000+ 32 bit
Ubuntu 9.04 Jaunty Jackalope

Try to run luxconsol and get the same massage/
Blender use LUXBlend python script OK, but when i press RENDER it don`t take image. :cry:

Maybe i make something wrong?
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Re: LuxBlend - how to assure it will work properly on OSX

Postby jensverwiebe » Thu Jun 25, 2009 4:29 am

aaah, wrong thread, i supposed you are on OSX ;)

You better ask the linux-guru´s

Jens
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Re: LuxBlend - how to assure it will work properly on OSX

Postby jeanphi » Thu Jun 25, 2009 4:35 am

Railroad Bill wrote:I have AMD Athlon 2000+ 32 bit

This processor doesn't support SSE2, you need to grab a SSE only build or do a custom build removing -msse2 in CMakeLists.txt

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Re: LuxBlend_0.7 - how to assure it will work properly on OS

Postby Eros » Fri Aug 27, 2010 10:34 am

rather than starting another thread, related to exporters and OSX i thought I would just tag it in here.

So im starting to move over to Blender 2.5, and after seeing dougs video tried to install the latest version of the exporter. Are there any known issues with it and OSX versions of Blender 2.53? I snagged a new build yesterday (26th) but I get some kind of export error

Code: Select all
  File "/Users/ward/Desktop/darwin-x86_64/blender.app/Contents/MacOS/2.53/scripts/addons/luxrender/core/__init__.py", line 230, in render
    self.render_start(context)
  File "/Users/ward/Desktop/darwin-x86_64/blender.app/Contents/MacOS/2.53/scripts/addons/luxrender/core/__init__.py", line 339, in render_start
    bpy.ops.ef.msg(msg_text='Starting LuxRender')
  File "/Users/ward/Desktop/darwin-x86_64/blender.app/Contents/MacOS/2.53/scripts/modules/bpy/ops.py", line 158, in __call__
    ret = op_call(self.idname_py(), C_dict, kw)
SystemError: Calling operator "bpy.ops.ef.msg" error, could not be found


By the looks of that im missing something or have something installed in the wrong place????

Still having alot of fun in Blender 2.5 I originally had my reservations because they had seemingly messed up the trackpad keymappings for OSX making the viewport completely unusable without a mouse. But having now worked it out... ITS AMAZING! Only thing that is irritating me is the edge loop select tool doesnt seem to have a short cut anymore,,, im sure its just a matter of time and working it out though :D
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Re: LuxBlend_0.7 - how to assure it will work properly on OS

Postby jensverwiebe » Fri Aug 27, 2010 1:35 pm

Eros: best hints i can give you atm:

1: Get my Blender-bundle and watch where i put the files.
2: make sure the Blender and exporters are close in timeframe, thus working together due adapted api.
3: there are no special OSX-issues, just common issues.
4: watch the LB25 thread
5: be aware all is in movement atm.
6: pls open perhaps a new thread, this is /was for LB 0.7 / Blender 2.4, could confuse ppl to give other instructions here.

Have atm rare time to spend in this moving targets, will update a blender-bundle with all our stuff soon to recent svn/hg/git... :)

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