LuxRender 0.8-dev Windows build of 23-01-2011

Weekly builds for testing and use between releases.

Moderator: coordinators

Forum rules
Please read the information / sticky post for some basic information regarding these builds/support.

Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby Lord Crc » Thu Jan 27, 2011 5:34 am

syndaryl wrote:There's so maaaany Studio and Poser models that use map-driven microdisplacement to add all kinds of interesting detail, it's just not funny any more.


As jeanphi said above either do it directly, or download the new luxblend (regular or 25) exporters. You can find an updated regular luxblend here. Under the regular subdivision options you you can now select microdisplacement instead of loop.
May contain traces of nuts.
User avatar
Lord Crc
Developer
 
Posts: 4452
Joined: Sat Nov 17, 2007 2:10 pm

Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby jeanphi » Thu Jan 27, 2011 6:10 am

Hi,

I thought syndaryl was using DAZ Studio or Poser.

Jeanphi
jeanphi
Developer
 
Posts: 6575
Joined: Mon Jan 14, 2008 7:21 am

Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby Lord Crc » Thu Jan 27, 2011 7:17 am

Hah... reading isn't that easy early in the morning ;)

My point was more general though in a sense as luxblend got support after I posted these binaries.
May contain traces of nuts.
User avatar
Lord Crc
Developer
 
Posts: 4452
Joined: Sat Nov 17, 2007 2:10 pm

Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby syndaryl » Thu Jan 27, 2011 5:53 pm

I jump back and forth between Studio and Blender 2.49 and blender 2.5* flavor of the week so the situation is a little confusing. Gets worse when I Frankenstein together the .lx* files from two programs together so I can set up things that work better in Blender directly in blender :)
Roter Sand und weisse Tauben \ Laben sich an meinem Blut
Am Ende gibt es doch ein Ende \ Bin ich doch zu etwas gut
User avatar
syndaryl
 
Posts: 154
Joined: Sun Sep 05, 2010 11:28 pm

Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby moure » Fri Jan 28, 2011 2:12 pm

Sorry maybe im off topic,

i have a question.Is there an option like Skip-Geometry Export in luxblend (like in the latest luxmax) that i cant find, so as to use when i do some material testing and i dont want the same geometry export and export all the time?
User avatar
moure
Developer
 
Posts: 410
Joined: Sun Sep 26, 2010 4:32 am
Location: Greece

Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby SATtva » Fri Jan 28, 2011 2:55 pm

Switch off the "lxo" button in the bottom right-hand corner.
Linux builds packager
聞くのは一時の恥、聞かぬのは一生の恥
User avatar
SATtva
Developer
 
Posts: 5489
Joined: Tue Apr 07, 2009 12:19 pm
Location: from Siberia with love

Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby Lord Crc » Fri Jan 28, 2011 5:51 pm

Alternatively you can activate "export ply" in the System tab, export it once. Then afterwards you can enable "partial export". This will enable you to transform (move/rotate etc) and change the material of the object without re-exporting the mesh. Note that you can't change modifiers as that will require exporting the mesh again. You'll need to enable the "lxo" button for this to work.
May contain traces of nuts.
User avatar
Lord Crc
Developer
 
Posts: 4452
Joined: Sat Nov 17, 2007 2:10 pm

Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby moure » Sat Jan 29, 2011 5:25 am

Thanks for the replies!
User avatar
moure
Developer
 
Posts: 410
Joined: Sun Sep 26, 2010 4:32 am
Location: Greece

Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby patro » Sat Jan 29, 2011 5:54 am

Hi Lord,

the build is working fine for me. thanks.

off topic:
is it possible to implement the flm so that it save the gamma info and the used cfrs file?
User avatar
patro
 
Posts: 1798
Joined: Fri Feb 29, 2008 9:06 pm
Location: mount Etna

Re: LuxRender 0.8-dev Windows build of 23-01-2011

Postby Lord Crc » Sat Jan 29, 2011 6:03 am

patro wrote:is it possible to implement the flm so that it save the gamma info and the used cfrs file?


I was fairly certain it did save this... are you sure it doesn't? :D
May contain traces of nuts.
User avatar
Lord Crc
Developer
 
Posts: 4452
Joined: Sat Nov 17, 2007 2:10 pm

PreviousNext

Return to Weekly Testing Builds

Who is online

Users browsing this forum: No registered users and 1 guest