Luxrender - exporting passe from Blender

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Luxrender - exporting passe from Blender

Postby chlowden » Thu Mar 01, 2012 3:32 am

Hello
I am luxrender newby. Is it possible to export openexr style passes i.e.shadow, diff, spec, fresnel, normal, ID, depth etc? any ideas are very welcome.
Thank you
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Re: Luxrender - exporting passe from Blender

Postby Abel » Thu Mar 01, 2012 3:51 am

LuxRender doesn't export such passes, except for z depth. I usually render out the other passes in Blender internal if needed.
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Re: Luxrender - exporting passe from Blender

Postby chlowden » Thu Mar 01, 2012 2:08 pm

So there is no problem mixing between engines. The shadows for instance should correspond.
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Re: Luxrender - exporting passe from Blender

Postby Abel » Thu Mar 01, 2012 2:20 pm

It depends on which passes you're using. For example the specular one will most likely not correspond to the result you get in LuxRender, but the position of shadows should be the same. Personally I mostly use the materialID and objectID ones; LuxRender matches Blender's camera exactly so those can be used without any issues.
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Re: Luxrender - exporting passe from Blender

Postby B.Y.O.B. » Thu Mar 01, 2012 5:18 pm

Abel wrote:but the position of shadows should be the same.

Only if the lamps are exactly the same... and I don't think that can be achieved. In Lux you usually use planes that emit light, and even if you use Blender's arealights instead (which are handled as meshlights in Lux) I don't think you could get the Blender internal renderengine to render the shadows like in Lux... there will be most likely some discrepancies.
Also you might get additional shadows from GI in Lux which you don't have in Blender...
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Re: Luxrender - exporting passe from Blender

Postby Abel » Thu Mar 01, 2012 5:39 pm

B.Y.O.B. wrote:there will be most likely some discrepancies.

You're right about that. It shows that I'm looking at this from my own situation, where usually the sun is the main light source. To be honest I rarely feel the need to adjust shadows and if I do, I typically do so by rendering in different light groups and blending the exported files in an image editor.
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