OSX-Blender2.5_complete pylux/luxblend/slg_apr-02_2011

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Re: OSX-Blender2.5_complete pylux/luxblend/slg_feb_28_2011

Postby jensverwiebe » Mon Feb 28, 2011 12:34 pm

Baerenpapa wrote:Oops, sorry for missing lxs.
I think pylux is working as Material Preview works fine - also does internal Rendering.

Thomas.


Edit: looks as you got something with the cauchy wrong !

see you have set a volume param "cauchy", but no text cauchy defined !

MakeNamedVolume "glass" "clear"
"texture fresnel" ["cauchy"]
"color absorption" [0.00000000 0.00000000 0.00000000]


Parsing shows an error: there is no texture "cauchy"

If i add manually in lxm:
Texture "cauchy" "fresnel" "cauchy"
"float cauchyb" [0.003500000108033]
"float index" [1.457999944686890]


I renders fine.

So it´s either a user error or due changing things in exporter, that would make setting values up once more neccessary.
Check also if you really export all sub-files ( checkbox) , cause makes no sense pylux renders it but not GUI.app.


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Re: OSX-Blender2.5_complete pylux/luxblend/slg_feb_28_2011

Postby Baerenpapa » Mon Feb 28, 2011 1:55 pm

With new LuxRender_28-feb-2011 it works fine. (Screencast script also works fine).
If I could, I'd give you a big hug!

Thomas.
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Re: OSX-Blender2.5_complete pylux/luxblend/slg_feb_28_2011

Postby jensverwiebe » Mon Feb 28, 2011 2:14 pm

Thomas, nice we could sort that out. Be aware it´s always difficult to mix developer versions when all is under heavy development.

We are juggling 3 components actually: blender, exporters and Lux itself.

So, never try to mix them up ! Always try to get same revisions out of a given timeframe.

It would be hard else to track issues down. This time seems parameter names or such was changed in between.
Also Lux uses binary plymeshes by default now.

If you wanna be on a production safe side, use rather the official releases.

Thanks for the hug :) As also screencasting works now, i expect nice tutorials soon :) :P

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Re: OSX-Blender2.5_complete pylux/luxblend/slg_feb_28_2011

Postby Baerenpapa » Mon Feb 28, 2011 2:30 pm

jensverwiebe wrote:...As also screencasting works now, i expect nice tutorials soon :) :P


But first, I have to try these IES- and nk-Files a bit. ;)

And there is another thing. That's where that "cauchy"-issue comes into play. I often ran in one of those texture missing situations, because of changing a texture name and then miss to update each place, where it is referenced from.
As an example: imagine you are modelling a soccer-stadium with the four big lamp posts, one in each corner. Each post has let's say 5 rows of 5 spotlights. Now you add a lampspectrum texture, let's say of a high pressure sodium lamp SHPS.
As you work further there might be some streetlights with a matal halide lampspectrum let's say MHSc. And then some FLD2-Lamps in the office-rooms. At a certain point, I realize that the textures should have reasonable names, so I decide to name them as of their spectras.
But then I have to manually update each referrer as the original texture-name is no longer available, which leads to errors as seen above.
Is there a possibility to change also the names in the referrers as long as this material is linked to a certain texture?
Or am I just doing some stupid work, because there is a button around somewhere I have not recognized yet?
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Re: OSX-Blender2.5_complete pylux/luxblend/slg_feb_28_2011

Postby pablo » Wed Mar 02, 2011 11:50 pm

To me the latter build doesn't export particles, while the former (10-02-11) version does.

Thanks so much for all the new features and upgrades.

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Re: OSX-Blender2.5_complete pylux/luxblend/slg_feb_28_2011

Postby jensverwiebe » Thu Mar 03, 2011 12:54 am

@Baerenpapa I guess the texture is bound atm to name not to slot number, dunno if we can change this

@pablo, jupp, there was work in progress changing the particle export,. Perhaps lookup in LuxBlend2.5 thread for status.

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Re: OSX-Blender2.5_complete pylux/luxblend/slg_feb_28_2011

Postby Baerenpapa » Thu Mar 03, 2011 2:18 am

Even if the texture is bound to the name, Blender knows how many times this texture is referenced, as you always have the latest count number besides the texture-name. So I guessed if it is possible to notice how much referrers there are, it should also be possible, to find out where these referrers are and change their name. If you change the name of a material it works exactly the way I wish it would for textures (well not exactly indeed - volumes behave also like textures). And if this referencing method works for the materials, why it should'nt work for textures?
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Re: OSX-Blender2.5_complete pylux/luxblend/slg_feb_28_2011

Postby dougal2 » Thu Mar 03, 2011 8:22 am

Baerenpapa wrote:Even if the texture is bound to the name, Blender knows how many times this texture is referenced, as you always have the latest count number besides the texture-name. So I guessed if it is possible to notice how much referrers there are, it should also be possible, to find out where these referrers are and change their name. If you change the name of a material it works exactly the way I wish it would for textures (well not exactly indeed - volumes behave also like textures). And if this referencing method works for the materials, why it should'nt work for textures?

This is a limitation in the current blender API, textures (and other slot-choosers) are referenced by string name and not by object pointer. It is also impossible to know when texture names have changed, so we can't even automatically fix it.
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Re: OSX-Blender2.5_complete pylux/luxblend/slg_apr-02_2011

Postby jensverwiebe » Sat Apr 02, 2011 8:08 am

Bump --> Build_of_apr_02_2011
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Re: OSX-Blender2.5_complete pylux/luxblend/slg_apr-02_2011

Postby luxnoob » Sat Apr 02, 2011 12:11 pm

jensverwiebe wrote:Hi
-Build_of_apr_02_2011-

Blender_2.5x, OSX_Intel, 64bit

New:
- Blender @ r35957 ( api version 35764 )
- xtras: oceansim, dynpaint, masonary-script, sundirection-calculator
- Blender: customized for writing presets not into Blender.app but <userhome>/Library/Application Support/Blender/2.56/scripts/presets ( as it should be ;) )
- Blender: own fix for addon install from blender working also with folderbased plugins


-LB25: lot of improvements again
- slg: does all meshexport as binary ply now
- various improvements in exporter, multimaterials, lights, volumes etc. - watch the exporter forum for newest information
- support for using smoke pointcache, now official part of LB25, see: viewtopic.php?f=11&t=5375#p56286
smoke_in_lux.jpg

- the needed libs for decrompress pointcache are already attached !


- Pylux preinstalled
- LuxBlend 25 preinstalled - you must activate it in prefs now !
- SmallluxGPU exporter preinstalled - you must activate it in prefs now !
- SmalluxGPU 1.8.b1

- no more extra installs of Python needed !


- requirements: OSX 10.6 or higher(due openCL hybrid-mode ), 64bit CPU
- openCL enabled GPU for Smallux or hybridmode of LuxRender/Pylux



All components are matched to work with this Blender svn-version.


Link: http://www.jensverwiebe.de/LuxRender/Lu ... r35957.zip


Usage in short:
First choose your renderengine ( BI, slg , LuxRender, etc. )
See how UI changes to reflect the renderer-dependent settings.
For slg and Lux external don´t forget to set pathes to the executable ( == LuxRender Dir in Applications typically ).
LUX-render.jpg
SLG-render.jpg

In rendertab of blender you have the choice to use LuxRender in external mode ( known from older Blender ) or internal, with the ability to pipe scenefiles directly to (py)lux or
also write them to disk. Use this weekly to be matched: viewtopic.php?f=30&t=3344#p29935
Be aware some features from Luxblend 0.8 are not yet implemented, Doug has an infothread for luxblend2.5.

Jens

(reminder: 15520)

First off, thanks for the great build, I, along with all of us lazy bums love your weeklies, but I'm just a little bit confused about the extras you built the weekly with. In your description, you said you included certain extras, such as dynamic paint, and the ocean sim, which are nowhere to be found. I'm sure there's a very obvious explanation, or solution, and you probably have to deal with idiots like me 24/7, but it would be really helpful if you clarified. Thanks!
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