I've been trying to play around with materials and stumbled upon a little strangeness...
Any color setting from C4D seems to be totally exaggerated, when taken into Lux. In my first material test, a 100% red looked totally out of this world... so I digged a little deeper into this.
I created a test file with 20 spheres one area light, which lights all spheres evenly and some (matte) materials. They only differ in the brightness of the color. the darkest sphere has 0% (equals 0.0.0 in RGB) and the brightest one is 100% (255.255.255).
Now this is, what the standard C4D renderer makes out of this:
And this is, what Lux makes out of it:
You recognize, that even at very low values, Lux renders the sphere below 10% (25.25.25) already very bright. While I know that this may have to do with the physical approach of Lux, I find this very confusing (or even annoying) from a user perspective, as I need a certain reliability from the previews in the editor, color and material settings...
Any idea, how this can be solved???