Here is the new version of LuxC4D. I was and still am on holiday so didn't have much time to do a lot. Anyway, the new version includes the following changes:
- added light portal tag
- added support for camera setting in stage object, i.e. you can specify a render camera using the stage object while using a different camera in the editor
- added support UV shift and scale parameters in texture tag
- added support for luminance channel in C4D standard materials
- added support for light groups in LuxC4D light tag (if no light group name is specified the light will belong to the default group "_default")
- added a lot of code commentary, which was missing from previous versions (still incomplete - but I'm getting there)
The portal tag can be applied to any geometry objects. Every object that has a portal tag will be exported as light portal and will be invisible. Light portals are used to concentrate sampling onto areas that are covered by portals (e.g. windows) and with that don't waste sample compute time for unimportant areas, that don't contribute much to the brightness of a surface. You can find more information about light portals here:
http://www.luxrender.net/wiki/index.php/Portals
I have added two features to the portal tag that (hopefully) improve the workflow:
- By enabling "Export Portal + Object" the object gets exported as portal and as geometry with the assigned material. This helps for example if you have an architectural scene that includes a few window objects which should be rendered (e.g. using a glass material) and which also define the shape of the openeing from where the sun/day light is coming from. Keep in mind though that usually architectural windows have a thickness which means that the portal defines two surfaces: One pointing inward and one pointing outward. This slows down rendering and can be solved with the second feature:
- By enabling "Simplify to Rectangle" the portal geometry will be a simple axis-aligned rectangle that covers the complete geometry nearly optimal. It is basically one of the 6 sides of the bounding box of the portal geometry. By specifying the face direction you can select which of these 6 sides will be used as portal. If you have for example a window object of which the Z axis points into the building you should set "Face Direction" to "Z+".
As usual the current LuxC4D source code can be downloaded from here:
http://www.luxrender.net/hg
The French translation was done by Spirou4D again
For the last version 0.06c of LuxC4D please go to http://www.luxrender.net/forum/viewtopic.php?f=29&t=3064
Happy rendering,
Marcus
EDIT: I have updated the Windows version to fix the problem of emissive materials being applied to child objects. The Mac build will follow tomorrow.
EDIT 2: The Mac builds are up-to-date now, too
EDIT 3: Removed plugin archives to avoid that people download the broken version.