LuxC4D 0.02

Discussion related to the 'LuxC4D' exporter plugin for Maxon Cinema 4D.

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LuxC4D 0.02

Postby abstrax » Sat Oct 18, 2008 8:09 am

Hi,

Here is version 0.02 of LuxC4D:

LuxC4D_0.02_mac32_debug.zip
(224.93 KiB) Downloaded 193 times

LuxC4D_0.02_mac32_release.zip
(220.71 KiB) Downloaded 149 times

LuxC4D_0.02_win32_debug.zip
(117.96 KiB) Downloaded 296 times

LuxC4D_0.02_win32_release.zip
(96.7 KiB) Downloaded 246 times


The main visible change is the possibility to select a render post effect "LuxC4D Scene Settings" where you can specify scene settings for LuxRender (like sampler, integrator and pixel filter). This part will be extended in the future, but I wanted to make the current version available so you can test it if you want. The settings and defaults are morer or less equal to the LuxBlend exporter.

A Mac build wil follow tomorrow and after some cleaning up of the code I will commit the changes to CVS. Then I plan to continue with the light sources. But for now I have to go to bed...

Cheers,
Marcus
Last edited by abstrax on Sun Oct 19, 2008 1:59 pm, edited 1 time in total.
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Re: LuxC4D 0.02

Postby Radiance » Sat Oct 18, 2008 1:22 pm

great :)

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Re: LuxC4D 0.02

Postby Zom-B » Sun Oct 19, 2008 6:37 am

Hi abstrax,
great work so far :!:

But I encountered some issues with the both last versions using the village Scene from the C4D library, using default settings:
Also the EXR output seems to have wrong gama, U have to tweak it to 0.5 to get same output as tga...
and the Sky for EXR is disapeart in the renderoutput, just using some transparance O.o

Village_0001.exr.c4d.png
The EXR converted to png


Village_0001.c4d.tga.png
The TGA converted to png
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Re: LuxC4D 0.02

Postby Stromberg90 » Sun Oct 19, 2008 10:12 am

Zom-B
I have been trough both problems aswell, but for me 0.02 was a improvment cause 0.01 wouldnt even save the tga file.
I'm shure abstrax has a way to fix it :)
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Re: LuxC4D 0.02

Postby abstrax » Sun Oct 19, 2008 1:22 pm

Hi Zom-B and Stromberg90,

thanks for having this version a go. I will look into the triangle problem (which is very likely a Lux sun light problem) and into the gamma issue.

Cheers,
Marcus
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Re: LuxC4D 0.02

Postby abstrax » Sun Oct 19, 2008 2:00 pm

Just to let you know: I have uploaded the Mac binaries and the sources in CVS. Gotta go to work now ...

Have fun,
Marcus
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Re: LuxC4D 0.02

Postby Radiance » Sun Oct 19, 2008 3:23 pm

Hi guys,

regarding EXR output, just don't use it for the moment.
After the new colour conversion system was introduced, it's been broken.

We're planning to rewrite these sections of the film code anyways so we will fix them soon.

Just use .tga or .igi/violet with weekly builds for now :)

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Re: LuxC4D 0.02

Postby jeanphi » Mon Oct 20, 2008 7:10 am

Hi,

Actually, the tonemapped EXR or IGI are ok, the untonemapped ones are broken. If you use prescale=1, postscale=1 and burn=10 you'll have a linear tonemapping.

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Re: LuxC4D 0.02

Postby abstrax » Thu Oct 23, 2008 1:07 pm

Hi Zom-B,

Just to let you know: I have now an understanding what is causing the problem of the "dirty" triangles. I first thought it was a bug in Lux, but it's a limitation of how ray epsilons are calculated at the moment. The problem has been introduced while solving light leaks (issue 295) and it appears that you can't solve both problems in Lux - at least I couldn't.

But the reason why only C4D exports show this problem is, because there is no scaling implemented and all positions get exported 1:1, i.e. your Lux scene gets normally hundreds of meters up to tens of kilometers large. To solve this, I have now added global scale parameter, that is 0.01 by default (i.e. your world coordinates get scaled down by a factor of 100) and which you can modify in the scene settings. Another reason why this is important is, because Lux is physically based and uses units and one sptial unit is one metre.

I also fixed the problem that you had to add the Lux C4D settings to the post effects to be able to export the scene.

Cheers,
Marcus
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Re: LuxC4D 0.02

Postby abstrax » Thu Oct 23, 2008 1:15 pm

Hi all,

I have now started to work on light sources. Do you have any preferences how light sources should be handled during the export?

My current plan is to implement a default conversion of C4D lights that reads out a small set of (the several dozens of) parameters (like type intensity and color) and tries to convert them into Lux light settings, using some heuristics. You will then be able to override this by adding a tag where you then will be able to specify those settings manually.

Do you think that's a good approach or do you have any other suggestions?

Cheers,
Marcus
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