LuxC4D 0.06

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

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Re: LuxC4D 0.06

Postby forgeflow » Sat Oct 31, 2009 2:01 pm

Yesterday, I had this object rendering perfectly with the addition of the bumpmapsampledistance parameter in the .lxm file. Today, all of a sudden, the bumps are coming out the wrong way around (no idea why). So tried setting a negative value on the bumpmap in C4D, and noticed that the exporter skips the export of the bumpmap entirely if it is negative.

EDIT - figured out why the bumps looked odd - left a zero out of the bumpsampledistance parameter. :oops:
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Re: LuxC4D 0.06

Postby abstrax » Sat Oct 31, 2009 4:46 pm

forgeflow wrote:Yesterday, I had this object rendering perfectly with the addition of the bumpmapsampledistance parameter in the .lxm file. Today, all of a sudden, the bumps are coming out the wrong way around (no idea why). So tried setting a negative value on the bumpmap in C4D, and noticed that the exporter skips the export of the bumpmap entirely if it is negative.

EDIT - figured out why the bumps looked odd - left a zero out of the bumpsampledistance parameter. :oops:


This bug that negative bump doesn't work is fixed already. The fact that you have to invert it, is not solved, but I'm trying to solve it at the moment:

http://www.luxrender.net/forum/viewtopic.php?f=16&t=2985&start=20#p25917

Cheers,
Marcus
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Re: LuxC4D 0.06

Postby forgeflow » Wed Nov 04, 2009 10:28 am

Finally got my little project done. The model is from 3DRender.com (I'm not that good at modelling), cleaned up, modified, and textured by me in Cinema 4D and then rendered in LuxRender. There are a LOT of light sources. The render took quite some time (40+ hours on an 8 core machine) and still didn't quite get to noiseless in a couple of areas (front display case being one of them). But here it is:
Museum.jpg

I realize this question has nothing to do with the LuxC4D exporter, but I had instructed Lux to save out an EXR file along with the PNG image, and when I opened the EXR in Photoshop, to my surprise all of the sky areas visible through the windows were holes... i.e. had rendered into an alpha channel for some reason, thus rendering it completely useless. Why did that happen?
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Re: LuxC4D 0.06

Postby abstrax » Wed Nov 04, 2009 2:23 pm

forgeflow wrote:Finally got my little project done. The model is from 3DRender.com (I'm not that good at modelling), cleaned up, modified, and textured by me in Cinema 4D and then rendered in LuxRender. There are a LOT of light sources. The render took quite some time (40+ hours on an 8 core machine) and still didn't quite get to noiseless in a couple of areas (front display case being one of them). But here it is:
Museum.jpg



Cool :) I hope in the future it will be a bit easier to setup stuff for Lux in C4D. At least you got some nice result. Could you put it into the gallery? Thanks for the work, for testing and for finding some bugs ;)

forgeflow wrote:I realize this question has nothing to do with the LuxC4D exporter, but I had instructed Lux to save out an EXR file along with the PNG image, and when I opened the EXR in Photoshop, to my surprise all of the sky areas visible through the windows were holes... i.e. had rendered into an alpha channel for some reason, thus rendering it completely useless. Why did that happen?


I think, it's because you enabled the option "Pre-Multiply Alpha", which will then create an alpha layer, which makes the background transparent.

Cheers,
Marcus
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Re: LuxC4D 0.06

Postby forgeflow » Sat Nov 07, 2009 10:53 am

Found a new bug for you. ;)

It's simple to reproduce. Make a simple scene in C4D - cube on a plane or whatever. Drop in a C4D Light, and make it an area light with a rectangle shape (i.e. the default). Now add a Lux C4D light tag to it - by default it copies the attributes of the area light, and sets it's shape to "Rectangle". Now, export this to Lux, and open it up in LuxRender. BAM - instant Lux crash. The scene is so small that you probably can't see the error message go by, but on a really large scene you will see an "Error 14: shape 'quad' can't load" in the Log. (Or something close to that - my memory isn't what it used to be :P ). I looked in the .lxo file and saw that the light had been defined as a 'Shape "quad"'. Everything works ok if I use actual geometry for the light plane, and set the Lux Light tag to Object/Link.

This is with a build of Lux .7 that I got from the forums here last week.

Here are files that reproduce this:
lighttest.zip
(15.02 KiB) Downloaded 24 times
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Re: LuxC4D 0.06

Postby Lord Crc » Sat Nov 07, 2009 10:59 am

I noticed that jeanphi removed the quad shape recently. To get the same effect, export a "mesh" shape with quadindices instead (using P for the points as normal).
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Re: LuxC4D 0.06

Postby abstrax » Sat Nov 07, 2009 4:14 pm

Lord Crc wrote:I noticed that jeanphi removed the quad shape recently. To get the same effect, export a "mesh" shape with quadindices instead (using P for the points as normal).


Thanks for the info.

As it's getting harder and harder to keep up with the API changes, could you please create a wiki page where you enlist all API changes you do (together with the revision number/date when they come active)? It's quite annoying to get bug reports about broken things all the time and having users think that the exporter is broken, although it's the API that changed again. This happened for example with the distant light (which is broken at the moment), ERPT sampler and now the quad primitive.

Thanks,
Marcus
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Re: LuxC4D 0.06

Postby Lord Crc » Sun Nov 08, 2009 10:34 am

I fully understand your frustration!

I went over the http://www.luxrender.net/wiki/index.php ... ile_format page before 0.6 and fixed a lot. There may be some issues left however, and I'll see if I can fix those.

Since the main (0.7) branch is in such heavy flux, I suggest you keep targeting 0.6 for now, at least until the 0.7 branch settles down. The missing quad shape I mentioned above for instance is in the 0.7 branch... if you use the 0.6 release version of LuxRender the quad shape is still there and it will work fine.

I'll let you know when I've gone over the scene file format page.
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Re: LuxC4D 0.06

Postby jeanphi » Sun Nov 08, 2009 12:47 pm

Hi,

v0.7 is going to see major changes. I'm planing to do a summary, but many things can still change (or not), so I'll wait a bit.

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Re: LuxC4D 0.06

Postby abstrax » Sun Nov 08, 2009 3:13 pm

Lord Crc wrote:I fully understand your frustration!

I went over the http://www.luxrender.net/wiki/index.php ... ile_format page before 0.6 and fixed a lot. There may be some issues left however, and I'll see if I can fix those.

Since the main (0.7) branch is in such heavy flux, I suggest you keep targeting 0.6 for now, at least until the 0.7 branch settles down. The missing quad shape I mentioned above for instance is in the 0.7 branch... if you use the 0.6 release version of LuxRender the quad shape is still there and it will work fine.

I'll let you know when I've gone over the scene file format page.


Cool, thank you. That helps a lot :)

Cheers,
Marcus
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