new LuxC4D version 0.01

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

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new LuxC4D version 0.01

Postby abstrax » Sat Aug 30, 2008 10:36 pm

Hi,

This is the very first and very early version of a completely new C4D -> Lux exporter. It is rewritten from scratch and is pretty useless at the moment, but to allow you testing the stuff I post the Win32 binaries anyway. A Mac version is not set up yet, so I can't build it at the moment, but this is the thing I will do next. When the Mac project is set up, I will also post the sources.

This is the debug version of the plugin:
LuxC4D_0.01_win32_debug.zip
(114.13 KiB) Downloaded 83 times

... and this the release version:
LuxC4D_0.01b_win32_release.zip
(94.7 KiB) Downloaded 103 times

(EDIT: replaced the original archive with a fixed version)

To install it, please unzip either of these archives into the C4D plugin folder.

To use it, just select Plugins -> LuxC4D. It will then ask you for the name of the file you want to export to. After clicking "Save" your scene will get exported.

This is supported at the moment:
- export of the current camera and render output resolution
- export of all polygonal objects with a white material (it shouldn't matter if the geometry is generated or deformed or not)
- export of a simple scene setup to test the geometry export (mainly a sunsky, "lowdiscrepancy" as pixel sampler and path tracing with depth 2 as integrator)

The plugins were build in VC2005 Express, using the C4D 10.5 SDK. Feel free to test it with other C4D versions (I haven't done that yet) and post your findings.

As I said, there is not much you can do with it, but any testing is very much appreciated. If you want to participate in testing, please test both the release and the debug build. And please put an empty file "c4d_debug.txt" into your C4D aplication directory. This will enable the debug console and memory leak tracing.

If you find a bug or problem, please post here first and not in Mantis. I will have a look at it. Later I plan to move the bug reports to Mantis and the source to CVS, if possible.

Cheers,
Marcus
Last edited by abstrax on Sun Aug 31, 2008 8:33 am, edited 1 time in total.
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Re: new LuxC4D version 0.01

Postby Radiance » Sun Aug 31, 2008 12:47 am

Great work :)

I'll get your mantis account configured.

Is it possible for someone to post some small generated output here ? (a cube or something),
so i can have a look at the syntax ?

greetz,
Radiance
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Re: new LuxC4D version 0.01

Postby Stromberg90 » Sun Aug 31, 2008 3:43 am

Nicly done :)
Well the first problem, the debug version works great. But the release version crashes cinema4D each time i try to export. I did test sevral times, and saved the scene that worked in the debug version, switched the plugins and crash when i'm trying to export.

Here's a scene rendered 9 min.
GlockStart.jpg
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Re: new LuxC4D version 0.01

Postby Stromberg90 » Sun Aug 31, 2008 5:21 am

Here is another problem, i dont know what causes it. It could be the plane that dosnt have any thicknes, but i have tried other scenes with that, and only this one is bugged.
PolygonProblem.jpg
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Re: new LuxC4D version 0.01

Postby abstrax » Sun Aug 31, 2008 8:31 am

Stromberg90 wrote:Well the first problem, the debug version works great. But the release version crashes cinema4D each time i try to export. I did test sevral times, and saved the scene that worked in the debug version, switched the plugins and crash when i'm trying to export.


Thanks for the feedback. I found a problem in the release build settings. I thought I had tested that before, but obiously haven't. Here is a recompiled version - this time with the correct settings, which should work now:

LuxC4D_0.01b_win32_release.zip
(94.7 KiB) Downloaded 71 times


Sorry for the trouble. Cheers,
Marcus
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Re: new LuxC4D version 0.01

Postby abstrax » Sun Aug 31, 2008 8:36 am

Stromberg90 wrote:Here is another problem, i dont know what causes it. It could be the plane that dosnt have any thicknes, but i have tried other scenes with that, and only this one is bugged.


It looks more like inverted normals, but could you please post the scene with the floor only? I will then have a closer look on what's going on here.

Thanks again for testing :)

Cheers,
Marcus
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Re: new LuxC4D version 0.01

Postby Stromberg90 » Sun Aug 31, 2008 8:51 am

It looks more like inverted normals, but could you please post the scene with the floor only? I will then have a closer look on what's going on here.

Thanks again for testing :)

Cheers,
Marcus


Thanks for the fix ;)
And i tought it might be the normals first aswell, but i did check on c4d and they where all the right way. And the geometry dosnt have any wierd shape polygons. Here is the file :)
http://rapidshare.com/files/141552900/L ... m.c4d.html

New Render, just a quick scetchup house.
HouseTest.jpg
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Re: new LuxC4D version 0.01

Postby abstrax » Wed Sep 03, 2008 8:07 am

Stromberg90 wrote:And i tought it might be the normals first aswell, but i did check on c4d and they where all the right way. And the geometry dosnt have any wierd shape polygons. Here is the file :)
http://rapidshare.com/files/141552900/L ... m.c4d.html


Hi Stromberg90,

Thanks for the file. I was able to reproduce the problem and to reduce the size of the polygon mesh to 5x4 polygons. The exported .lxs file looks ok, but not the rendering. So I reckon that it's a raytracing issue. When you slightly rotate the points of the floor or you remove the normals of the .lxs file the black polygons become white. But it can't be the normals as they are ok (I checked them) and they would then affect all triangles connected to that node.
-> I will create a Mantis bug report.

Thanks for testing. I'm still commenting the code and will be finished with that hopefully on Friday or Saturday. I will then continue with adding new features :)

Cheers,
Marcus
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Re: new LuxC4D version 0.01

Postby Stromberg90 » Wed Sep 03, 2008 8:38 am

Sounds great :D
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Re: new LuxC4D version 0.01

Postby Stromberg90 » Sun Oct 05, 2008 4:23 pm

So.. anything new?
Sorry for nagging, but i cant realy try the engine without a new exporter.... ;)
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