LuxCoreRender / LuxCoreRender/BlendLuxCore
Texture viewport (Material Preview) based on Rasterization (Probably use Eevee) and not Raytraced.
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- Dominant language
- Python
- Stars
- 877
- Forks
- 108
- PR merge metrics
- No merged PRs in 30d
Description
Current way to showing textures in Luxcore for Blender is processor intensive and does not fully help in performing the task without getting slowed down. In large scene's, Texture preview (Material preview) becomes very very slow. I believe it is Raytraced, it takes time for the convergence to happen and legible texture is visible to eye.
My suggestion is to have the Texture preview Rasterized, probably Eevee can be incorporated into the Luxcore setup (Like Cycles). I liked Luxcore for its realism in Architectural work. But issue is, Architectural work have most amount of textures and Luxcore Texture preview simply doesn't help.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reviewing the Blender material-preview path in the LuxCore integration and how the existing LuxCore setup relates to Eevee and Cycles. Determine where preview rendering is selected and what a rasterized, responsive texture preview would require; the issue is complete when large textured scenes no longer depend on ray-traced convergence for this preview.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- python
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100