update

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update

Postby abstrax » Tue Jun 02, 2009 2:58 pm

Hi all,

The next LuxC4D release is not too far away. It supports now depth of field (the one thing I miss most in C4D) :)

funky.png


I have also updated the output settings as there have been quite a few changes since Lux R0.5 and simplified render settings.I have added icons everywhere and am trying to make setting up the light brightness a bit easier. Materials don't have to have unique names anymore. Exporting the film offset and fixing the orthographic camera is on my to-do list. I hope I can then release 0.05 this weekend.

Cheers,
Marcus
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Re: update

Postby Phoenix » Tue Jun 02, 2009 5:33 pm

abstrax wrote:Hi all,

The next LuxC4D release is not too far away. It supports now depth of field (the one thing I miss most in C4D) :)

I have also updated the output settings as there have been quite a few changes since Lux R0.5 and simplified render settings.I have added icons everywhere and am trying to make setting up the light brightness a bit easier. Materials don't have to have unique names anymore. Exporting the film offset and fixing the orthographic camera is on my to-do list. I hope I can then release 0.05 this weekend.


I await it eagerly! 8-)
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Re: update

Postby Zom-B » Wed Jun 03, 2009 2:37 am

Sounds great!! good work abstrax!
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Re: update

Postby abstrax » Wed Jun 03, 2009 5:37 am

Here is another example that cooked for 13.5 hours:

funky_0002.png


The cool thing is that you can specify a control object (e.g. a null object), which will be used to calculate the focal plane. I.e. the control object will be in focus. In the case above I placed the control object onto the top corner of the right blue thing. Autofocus and the focal distance of the camera are also supported. But back to work ...

Cheers,
Marcus
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Re: update

Postby Poncho » Wed Jun 03, 2009 5:48 am

Do you think it will also be possible to control the depth of field after/during rendering in future LuxRender releases? Just like with the light(groups). That would be really nice to use.

Nice work on the exporter. :) (and keep up making the example images, people like that)
Cheers!
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Re: update

Postby abstrax » Wed Jun 03, 2009 6:22 am

Poncho wrote:Do you think it will also be possible to control the depth of field after/during rendering in future LuxRender releases? Just like with the light(groups). That would be really nice to use.

Nice work on the exporter. :) (and keep up making the example images, people like that)


Well, the DOF calculation is done by Lux of course and it's a real DOF calculation by sampling a disc for each pixel instead by sampling a point. That means it simulates the behaviour of light rays through a more realistic model than a pinhole camera. What you want is a post-effect DOF. C4D for example offers post-effect DOF using the depth map and there is also the zBlur plugin. Unfortunately you will never get results that are convincing like the example above, especially if you have reflective and/or transparent materials. On the other hand the zBlur plugin is doing already a pretty good job in a lot of cases and maybe Lux should get something similar. I personally prefer correctly sampled DOF over post-effect DOF, because the additional render time is not that much of a problem, as you have to wait for convergence anyway.

Just my 2c :)

Cheers,
Marcus
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Re: update

Postby Lord Crc » Wed Jun 03, 2009 3:04 pm

Poncho wrote:Do you think it will also be possible to control the depth of field after/during rendering in future LuxRender releases? Just like with the light(groups).


As abstrax mentioned, it won't be a replacement for real DOF but we've planned on including such a feature after 0.6, in order to make it easier to find the right DOF value to use for a proper render.
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Re: update

Postby Stromberg90 » Thu Jun 04, 2009 5:05 am

Hy there abstrax did you get my pm? ;)
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Re: update

Postby abstrax » Thu Jun 04, 2009 5:27 am

Stromberg90 wrote:Hy there abstrax did you get my pm? ;)


Yup. Now you've got mail :)
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