LuxBlend v0.4 Tutorial
From LuxRender Wiki
This tutorial is not finished. If you can help finish it, please go ahead.
This tutorial will take you trough the basic steps of creating an interior scene, using daylight lighting, exporting with LuxBlend and rendering with LuxRender v0.1, for users of Blender 2.4.
This tutorial assumes the reader to be familiar with basic mesh modeling / viewport manipulation, uv mapping (optional) and material assignment in Blender 2.4+.
I will share my scene file when this tutorial is finished here.
At the end of this tutorial you should be able to produce this rendering:
- Blender 2.4+
- LuxRender v0.1 rc1 or higher
- LuxBlend exporter v0.1 (alpha 7 or higher, latest version recommended)
Creating the room
Create a mesh cube in your viewport and make it approximately the size of the room.
Next, enable edit mode (TAB) and click on the 'face' mode icon circled with red in the screenshot,
and press DEL + Faces to delete one face of the cube. This will be our 'window'
Now place a plane in the scene and make it slightly larger than the cube, this will be our floor.
For efficiency reasons and quick render previews we will place an exit portal over the window area. Create a plane and place it so it fully covers the opening of the room as illustrated here.
It doesn't need to match perfectly, just make it look more or less enclosed.
Assign a new material to the portal plane and name the material PORTAL (in capital letters!). I've assigned a red colour for ease of illustration although once a PORTAL is defined, it doesn't matter what material settings you use as the object will not be visible in the rendering.
In a situation where there are multiple windows, you could place multiple exit portals in one scene, for example if you want many smaller windows, simply attach the PORTAL material you created to all of these objects.
Next, add a camera and place it somewhere in the room:
Next, we add a Sun object (add Lamp -> Sun) which will tell the exporter in what direction our sun is shining.
We will also assign a light grey diffuse material to our walls. select the cube we created at the start of this section, assign a new material called 'walls' and set a diffuse colour with the COL slider. Set the Spec slider (in the Shaders panel) to 0.0 to tell the exporter to treat this material as a diffuse material.
Next, select the floor plane we create earlier and assign a new material called 'floor', and set the diffuse colour again with the COL slider.
This time we are creating a glossy shiny material so we will want to set a specular colour using the SPE slider. Set this to a very dark grey, almost black.
Make sure the Spec slider in the shaders panel is higher than 0 this time to tell the exporter we want to export a substrate, e.g. glossy specular material this time.
Set the shaders/HARD slider to 150 to indicate a fairly rough/glossy material.
Adding Furniture & Configuring Materials
Next we will want to add some object to our empty room, for sake of simplicity i'm going to import some objects here from another scene. A good resource for free blender objects is the blender model repository.
(The furniture I'm using here is from a render engine test scene posted on elysiun a long time ago, unfortunately I do not have the author's name.)
As shown I've placed some objects in the scene, some furniture, a lamp, book case, some paintings and a Suzanne monkey head in the room.
Let's assign a textile material to our seat cushions. I will use a diffuse material for these objects, with a beige colour.
Make sure the shaders/Spec slider is set to 0 (diffuse material), and assign a material called 'cushions' with a beige colour using the COL slider.
For our black wood parts we will use the 'substrate' material again.
Assign a black colour using the COL slider (diffuse component). Assign a darkgrey colour using the SPE slider (specular component).
Call the material 'seatblack' and assign a roughness (glossyness) value with the shader/HARD slider.
For our Suzanne monkey we will use a red glass material.
Enable the RAY TRANSP button on the Mirror/Transp tab to enable a LuxRender glass material. Set the IOR slider to 1.55 (approx. glass) (index of refraction)
To give the glass a red colour, set the COL slider to a reddish colour, and set the SPEC slider to a grey colour equivalent in intensity.
COL acts as the transmission colour, and SPEC as the reflection colour for glass materials.
Next, select the paintings (center).
We will assign these as perfect mirrors, to demonstrate the 'mirror' material.
Enable it with the Mirror/Transp -> Ray Mirror button. (this button has precedence over the Ray Transp (glass) button.)
You can set a reflection colour using the COL slider or just leave it white for a perfect mirror.
Now it's time for some rendering, so we can get a view of what the lighting and materials in our scene look like.
Open a text editor window and load the LuxBlend exporter python script in it (TODO: add exporter menu installation details.) Press the ALT+P to start the exporter and you will see the exporter GUI.
Switch to the environment tab and select Physical Sky from the env type menu.
Hit the render button and you will be able to select your directory / LuxRender scene filename for exporting the scene to.
Fire up your LuxRender executable and open the scene file we just exported with File->Open scenefile...
If all went well you should see you render starting to converge.
The engine will write a file called out.tga in the same directory as the scene file was located every 20 seconds.
(you can save exr's and edit all these parameters in the scenefile, the current LuxBlend exporter does not have any buttons yet which allow configuration of these settings.)
If you have a dual core CPU, you can add a second render thread by clicking on the '(x) Rendering...' button in the toolbar. Add 3 more for a quad-core. (NOTE: using more threads than you have cores for in your CPU will most likely result in slower performance)
After a couple of minutes you should be able to get a pretty good view of what your render will look like.
Adding Textures & Camera DOF
The Final Result