jeanphi wrote:Regarding morphing, LuxRender has no deformation operator, so as long as your morphing consistent only of translation, scaling, rotation applied uniformly to the whole base object, then yes it's possible to use instancing, otherwise it's not.
Yes, I know, but I was thinking that we could add a "Morph" command to be used in place of the "Shape" command. When used in conjunction with the object instancing Morph would list an array of points corresponding to the transform of each vertex listed in the original shape array. The benefit of this would be to save a lot of space for the normals and uv maps, which take a lot of space and would not be required to be re-exported. Just an idea.
So, something like:
Morph "point P" [