Blender 2.5 SLG exporter - LuxRender Wiki
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Blender 2.5 SLG exporter

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SmallLuxGPU Blender 2.5 Plug-in Field Mappings

Find below, highlighted in yellow, the Blender properties used by the SmallLuxGPU Blender 2.5 plug-in, and how they may map to SmallLuxGPU properties. Note that many existing Blender properties are used by the plug-in, however, they could be used in a different way from Blender's internal renderer. Refer to the SmallLuxGPU documentation or the LuxRender forums (GPU Acceleration section) for help with SmallLuxGPU properties and file formats.

Direct access to sections:
Render Properties (render, visible layers and resolution)
SmallLuxGPU Render Options
Blender 2.5 SLG exporter#Outliner (restrict / allow renderability)
Texture Mapping
Camera Properties (field of view, depth of field)
HDR Infinite Lighting (image lighting)

Abbreviations used:

SLG refers to SmallLuxGPU, the external renderer
SLGBP refers to the SmallLuxGPU Blender 2.5 Plug-in

To install the SmallLuxGPU Blender 2.5 plug-in, simply extract the file into the Blender subdirectory:

Now You should check that the Exporter is Active. Go to File->UserPreferences.
Then Go to Addons Render and check SmallLuxGPU.

The next time you restart Blender, SmallLuxGPU should be available as an option in the "Engine to use for rendering" selection box.

To use the SmallLuxGPU Blender 2.5 plug-in, select SmallLuxGPU in the "Engine to use for rendering" selection box in the info panel (typically located at the top of the Blender window)

SLGBP InfoPanel.png

When rendering, the currently selected scene is exported.

Now you only need too setup the paths.
(Example)Your paths will look not like this.

When you setup the paths with the Blender FileBrowser Uncheck Relative Path.

Scene Render properties

SLGBP RenderScene.png

Render panel

SLGBP RenderPanel.png

Assuming SLG is the selected render engine and you have entered the full path to SLG SmallLuxGPU Render Options: Start rendering the currently selected scene with SmallLuxGPU using these buttons (see Wait for SLG below for rendering animations)

Layers panel

SLGBP LayersPanel.png

On the Layers panel, only the scene visible layers property is used.  No additional passes or render layers are supported; the first render layer will always be used for the render results if Wait for SLG is checked in the SmallLuxGPU Render Options.

Dimensions panel

SLGBP DimensionsPanel.png

The resolution settings will be used for the render.

SLG config file

SmallLuxGPU panel


All SLG config file properties

Hover your mouse over these SLG properties in Blender to get a description of each. Refer to SLG documentation or LuxRender forums for more details on how to use these properties

Important: Full path to the SLG executable must be specified. Note that the plug-in expects to find, and have write access to, a scenes subdirectory below the SLG path; this is where scene files will be stored.

PLY is the file format used by SLG for mesh data. Once a scene has been exported to SLG, you may uncheck the PLY option to reduce export time for mesh heavy scenes only if no changes are expected to the objects. When the PLY option is unchecked, the SLG .scn and .cfg files will still be created, which contain all material, camera and SLG render properties, the only thing excluded from the export will be updated mesh data.

Checking InfiniteLight BF will enable brute force sampling of infinite light. It usually useful with uniform HDR map where the importance sampling algorithm could not work well.

There 3 infinitelight rendering mode available:

1) infinitelight with importance sampling (default, for HDR maps with strong lights); 2) infinitelight with portals (for interiors); 3) infinitelight with uniform/bruteforce sampling (useful for HDR with uniform colors like the animation livuxman is working on).

Rendering Type:

Checking Batch Mode reveals two more batch mode specific properties.

Checking Wait for SLG causes Blender to wait for SLG to exit and attempt to load the render results into Blender. If the render results are loaded into Blender, then Blender may post-process and output the image itself.

Both Batch Mode and Wait for SLG must be checked to render an animation with Blender.

SLG rendered images are saved along with the scene files in the scenes directory (below the SLG path).


SLGBP Outliner.png

Restrict/Allow renderability can be used to exclude / include objects from the render.

Object Material properties

SLGBP Material.png


SLGBP is material centric. It's a good idea to name your Blender materials as mesh data is stored grouped by material. The material name is used for the PLY filename.

Diffuse color is used for light, matte and glass SLG material color

You may force the export of the PLY file mesh data attached to this material (when global PLY option is unchecked). Mesh data attached to a material refers to all polygon faces using this material

If Emit > 0, material = light. Note that the face normals determine the direction of light being emitted.

If Shadeless is checked, material = exit portal for infinitelight. Portals define an entry point for light from an infinite light; the normal determines the direction. (see HDR Infinite Lighting below)

If Transparency is checked and IOR = 1.0, material = Architecture Glass

If Transparency is checked and IOR > 1.0, material = Real Glass

Real glass transmits color (the diffuse color) and reflects color (reflection color) based entirely on the IOR value (alpha and reflectivity values are ignored).

Architectural glass (IOR = 1.0) lets a specific color (diffuse color) through, and can optionally be reflective (reflectivity attribute) (alpha values is ignored).

SLG does not have a matte + transparent material similar to Blender, so does not use an Alpha value like Blender does.

IOR = glass inside IOR (you must edit the exported .scn file to change outside IOR)

If Transparency Depth > 0, glass caustics = on

If Reflectivity = 0, material = matte

If Mirror is checked and Reflectivity = 1, material = mirror or metal (determined by Gloss Amount, see below)

If Mirror is checked and Reflectivity > 0 and < 1, material = mattemirror or mattemetal (determined by Gloss Amount, see below)

If Mirror Depth > 0, reflection caustics = on

If there is some reflectivity and Gloss Amount = 1, then it will be mirror

If there is some reflectivity and Gloss Amount < 1, then it will be metal

If Fresnel > 0, then SLG material = alloy. Note that the Fresnel value in this case is mapped to SLG's Schlick term.

Tip: when using mattemirror or mattemetal, you might want to keep the diffuse + reflectivity total under 1.0

Object Material Texture properties

SLGBP MaterialTexture.png Slg-texture-panel.jpg


You may attach an image texture to a material to enable texture mapping. Currently slg supports only diffuse channel (color value) and bump channel (normal value) You must export UVs for image mapping to work (your objects must be uv mapped) and make sure that your textures are in png file format. You may also use textures with alpha channel.

Scene properties

SLGBP SceneProperties.png

Specify the camera to use when rendering this scene

Scene scale will affect the SLG config property:

Camera properties

SLGBP Camera.png

Camera field of view is observed by SLG.

SLG config file


To activate depth of field, either select an object to focus on or leave the object field empty and enter a focus distance.

Note that if you select an object, the distance will be set based on the center of that object. If you want to focus on the surface of an object, it's best to use an Empty object and position it precisely.

Lens radius controls the depth of field effect. The higher the lens radius value is, the more shallow the depth of field effect is.

SLG Scene file

World texture properties

SLGBP WorldTexture.png

To use HDR / image based lighting, assign a texture to World. To do this, first click on the World icon, then click on the Texture icon, in that order.

Only spherical mapped image textures are supported for HDR lighting.

SLG Scene file


RGB Multiply affects the HDR gain value (in combination with Energy, see below).


Offset X and Y map to U and V to rotate the HDR. Range is normally 0 to 1. For example: to rotate the image 180 degrees, set Offset X to 0.5


World properties

SLGBP World.png

If an image texture is assigned to World, Energy will affect scene.infinitelight.gain if Environment Lighting is checked