BMesh and LuxRender

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

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BMesh and LuxRender

Postby khaos » Mon Feb 20, 2012 4:07 am

Hi all.

Now that BMesh landed in trunk, will LuxBlend25 and/or LuxRender still work or are there going to be problems that will need fixing and/or huge amounts of man power?

I haven't had the time yet to try the BMesh branch myself (or look into the API changes) and since it just landed in trunk and everything is on BCon1 right now, I'll probably stay away from the repository for a while but nevertheless it would be nice to know if there are going to be any challenges for LuxRender down the road.

Thanks a lot.

So long
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Re: BMesh and LuxRender

Postby SATtva » Mon Feb 20, 2012 4:19 am

Blender should tessellate any quad or ngon geometry to triangles anyway. If this is not the case, the problem might be much bigger than LuxRender compatibility. ;)
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Re: BMesh and LuxRender

Postby khaos » Mon Feb 20, 2012 4:23 am

My thought exactly... but since it was stated numerous times that existing scripts will most likely be broken after BMesh lands and due to the fact that they are ripping and replacing data structures and APIs, I am worried.
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Re: BMesh and LuxRender

Postby Carbonflux » Mon Feb 20, 2012 9:03 am

In IRC this morning jens found some issues with bmesh in the main branch, it seems like several things are broken including perhaps luxrender export, he recommended sticking with 2.62 or less versions for the time being. Bmesh is a big change which has been a long time coming so its natural I think to expect a few bugs. :o
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Re: BMesh and LuxRender

Postby jensverwiebe » Wed Feb 22, 2012 5:39 am

Hi
I just started to look into needed adaptions when bmesh release will be a fact.
Turns out i could get preview and render back but still have warnings.
These even show up when testing a cycles render !!!! so i just can conclude: it´s too early to use these svn builds.

My proposal: let bmesh settle a bit and use in between Blender 2.62 release; where i took care lux-compliance is largely ensured.

All other is just running after every-day-api-changes and iám not in the mood to do this atm. Let´s rather do productive work ;)

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Re: BMesh and LuxRender

Postby SATtva » Wed Feb 22, 2012 7:51 am

Thanks for your efforts Jens.
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Re: BMesh and LuxRender

Postby Chiaroscuro » Thu Mar 01, 2012 10:39 am

jensverwiebe wrote:My proposal: let bmesh settle a bit and use in between Blender 2.62 release
Arrg, sounds good, I'll try going to 2.62. I updated my Blender and can't get my tools working. Tried patching them up, but yeah some things appear to indeed be broken, for now at least, looks like a significant transition this bmesh; risky but promising.
It's a pain, but I do admire Blender 2.x for not being afraid to break backwards compatibility in order to improve things. Commercial software wouldn't be able to get away with that.
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Re: BMesh and LuxRender

Postby jensverwiebe » Thu Mar 01, 2012 1:18 pm

Chiaroscuro wrote:
jensverwiebe wrote:My proposal: let bmesh settle a bit and use in between Blender 2.62 release
Arrg, sounds good, I'll try going to 2.62. I updated my Blender and can't get my tools working. Tried patching them up, but yeah some things appear to indeed be broken, for now at least, looks like a significant transition this bmesh; risky but promising.
It's a pain, but I do admire Blender 2.x for not being afraid to break backwards compatibility in order to improve things. Commercial software wouldn't be able to get away with that.



Afaik projects (.blend's ) will get a way to load compatibile into bmesh too, just addons will need to be adapted.
Ideasman told us bmesh api should be complete in latest 2 weeks ( + documentation ), so we can jump on then.

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Re: BMesh and LuxRender

Postby lomew » Thu Apr 26, 2012 6:10 am

I haven't had the time yet to try the BMesh branch myself (or look into the API changes) and since it just landed in trunk and everything is on BCon1 right now, I'll probably stay away from the repository for a while but nevertheless it would be nice to know if there are going to be any challenges for LuxRender down the road.
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Re: BMesh and LuxRender

Postby J the Ninja » Thu Apr 26, 2012 10:08 am

lomew wrote:I haven't had the time yet to try the BMesh branch myself (or look into the API changes) and since it just landed in trunk and everything is on BCon1 right now, I'll probably stay away from the repository for a while but nevertheless it would be nice to know if there are going to be any challenges for LuxRender down the road.


Actually, everything is taken care of. The blender guys have gotten the API mostly sorted out now, there's an option we can call that will spit out tessellated meshes. I've been working with a bmesh build for a week or so now, and everything is fine so far.
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