LuxC4D 0.07

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

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Re: LuxC4D 0.07

Postby abstrax » Mon May 03, 2010 4:19 am

gfxtoxic wrote:Hi abstrax,

one little question.
When i make a Glossy LuxC4D material, it always renders completly black.
I tried different settings but it seems that ist doesn´t work...

Or i am little bit stupid ;-)

Later i will post a little scene i am woking on it...

best wishes


No, you have use the very latest LuxRender build. LuxRender 0.7 RC1 doesn't like a roughness of <0.00001. The latest weekly build fixes that problem.

Cheers,
Marcus
Last edited by abstrax on Mon May 03, 2010 4:30 am, edited 1 time in total.
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Re: LuxC4D 0.07

Postby abstrax » Mon May 03, 2010 4:29 am

gfxtoxic wrote:another question...
should we you use C4D Lights with a Light Tag or should we better use a shape wie a material on it (Emission)?
Are mesh lights more efficent?


Area lights are the same as mesh lights (i.e. objects with a material with luminance/emission channel). So there is no real difference, except that you can also specify additional material properties for mesh lights. LuxC4D 0.08 will export lights closer to the brightnesses of C4D as I have tried to tune this a bit more.

Point, spot, distant lights have all hard shadows and are usually not really useful. One other thing: You don't have to give light objects a light tag to get them exported. The light tag is there to give you the possibility to tweak lights without changing the C4D scene and to give you the control Lux offers (not complete yet).

Cheers,
Marcus
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Re: LuxC4D 0.07

Postby gfxtoxic » Mon May 03, 2010 9:09 am

so, now a scene which i have rendernd in lux for 8 hours now.
thanks abstrax for your great and stable plugin...and also thanks to the lux programers ;-)
Attachments
lux_szene_002.jpg
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Re: LuxC4D 0.07

Postby abstrax » Mon May 03, 2010 3:26 pm

gfxtoxic wrote:so, now a scene which i have rendernd in lux for 8 hours now.
thanks abstrax for your great and stable plugin...and also thanks to the lux programers ;-)


Sweet. Is this scene illuminated through a window? If yes, are you using a portal tag to improve sampling?

Cheers,
Marcus
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Re: LuxC4D 0.07

Postby CoolColJ » Mon May 03, 2010 5:14 pm

Abstrax
with the ERPT sampler option, strata width is no longer used, so you should remove that

what ERPT has now - plus default values, except mutationrange default is (image height+width) divided by 50

Sampler "erpt"
"integer chainlength" [2000]
"float mutationrange" [36]
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Re: LuxC4D 0.07

Postby abstrax » Mon May 03, 2010 6:23 pm

CoolColJ wrote:Abstrax
with the ERPT sampler option, strata width is no longer used, so you should remove that

what ERPT has now - plus default values, except mutationrange default is (image height+width) divided by 50

Sampler "erpt"
"integer chainlength" [2000]
"float mutationrange" [36]


Thanks for testing. These changes will be in LuxC4D 0.08 (already done).

Cheers,
Marcus
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Re: LuxC4D 0.07

Postby gfxtoxic » Mon May 03, 2010 11:50 pm

Sweet. Is this scene illuminated through a window? If yes, are you using a portal tag to improve sampling?

Cheers,
Marcus


hey yes it is illuminated by a window, and yes marcus i use a portal tag :D

i will try in this week to start writing a documentation of lux with a little quick start tutorial...hopefully i have some time...
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Re: LuxC4D 0.07

Postby abstrax » Tue May 04, 2010 12:14 am

gfxtoxic wrote:
Sweet. Is this scene illuminated through a window? If yes, are you using a portal tag to improve sampling?

Cheers,
Marcus


hey yes it is illuminated by a window, and yes marcus i use a portal tag :D

i will try in this week to start writing a documentation of lux with a little quick start tutorial...hopefully i have some time...


That would be awesome. :) It doesn't have to be complicated. Any documentation is better than no documentation, which is what we currently have.

Thanks,
Marcus
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Re: LuxC4D 0.07

Postby CoolColJ » Tue May 04, 2010 10:53 pm

Abstrax

does LuxC4D take the Field of view from the C4D camera?

the camera FOV in the export is "float fov" 51.077209 and doesn't quite match what I see in C4D and other renders
which is set at 65

Also you should allow FStop to go all the way to 64
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Re: LuxC4D 0.07

Postby abstrax » Tue May 04, 2010 11:12 pm

CoolColJ wrote:Abstrax

does LuxC4D take the Field of view from the C4D camera?

the camera FOV in the export is "float fov" 51.077209 and doesn't quite match what I see in C4D and other renders
which is set at 65

Also you should allow FStop to go all the way to 64


In C4D the camera FOV is always in horizontal direction, while in Lux it's along the axis with the smallest expansion. For example, in your pool scene it would be the vertical FOV, hence the different values.

Could you send me an example scene, that shows the differences between the C4D field of view and the Lux field of view?

Thanks,
Marcus
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