BlendLuxCore Quick Start Guide
Switching to LuxCore
After you have installed the addon, switch the render engine in the info panel on the top to "LuxCore".
If you now press F12 or hit the render or animation buttons, the BlendLuxCore addon will create a LuxCore session and convert the Blender objects, camera, lights etc. to a LuxCore scene and start to render it. Note that addons like this one were called "exporters" in the past, however BlendLuxCore by default does not export any files to the harddisk, so it's probably more appropriate to call it an "integration addon" for LuxCore or something like that. (It's still possible to write the LuxCore scene to disk, though - can be handy for network rendering)
Just press F12
Now, if you loaded one of your old scenes or created a testscene with some cubes on a plane and a monkey head and you press F12, the result will probably look a bit like this:
Which raises several questions:
- Why is everything covered in checkers?
In BlendLuxCore, every material should have an associated node tree. We did not touch any materials yet, so they are converted with the fallback material that is supposed to tell you "this object is missing a material (or node tree)". More on materials later.
- Why is the render not stopping and the progress bar not filling?
By default, LuxCore renders endlessly until you press Esc to stop the render (when you are satisfied with the noise level). You can specify halt conditions to tell LuxCore to stop rendering after a certain amount of time, samples or noise level is reached, but this is only strictly required when you want to render an animation or multiple render layers (otherwise the first frame or the first render layer would render endlessly).