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.
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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
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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.
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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.
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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.
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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
