matali wrote:Thanks for the reply,
How did you make it ? Redone all materials by hand ?
I hope the node API will make it easier, at least for the color texture to keep the UVs.
Using model/meterials library website allow to spare a lot of time, only if we don't have to rework everything except geometry. Is there maybe a format that could be used for inter-operability ? Obj, collada...
A good side of opensource should be (in theory) interoperability, i hope we won't have to be bound to a renderer, because we don't want the hassle of the exporting problems.
That scene is pretty simple material-wise, but for more complexe scene, it could require hours of work.
Yeah, I just flipped through what the Cycles mats did and re-made it in Lux as best I could.
Unfortunately, the node API will help little, if at all. Cycles and Lux just have different material systems, and part of this is because they do not have the same design goals. This will probably never change. For example, don't expect anything like the Cycles "light path" node in Lux. On the same side of things, I wouldn't hold my breath for Cycles getting anything like Lux's "tabulated data" texture node.
Also, some of the differences come down to different choices in implementation details. For example, in Cycles, you have 2 nodes to set texture coordinates, "coordinates" and "mapping". Lux does not have these, these functions are built into the texture nodes themselves. Another example would be environment light. In Cycles, this is set for the "world". Lux does not have any true concept of a "world" object, environment lights are just an ordinary lamp object. (Which is why they are set with the hemi lamp in Luxblend).