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Author Topic: Ani2lux 0.1 alpha  (Read 17552 times)

dwsel

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Ani2lux 0.1 alpha
« on: August 14, 2011, 06:43:55 pm »

Hello again!

As I promised I present alpha version of converter that allows to export Anim8tor scene to file format known to LuxRender http://www.luxrender.net/

Features of alpha 0.1:
  • export of objects of the first scene (please convert everything to mesh first)
  • export for camera and standard lights (local and spot)
  • support for basic materials: matte, matte translucent, glossy, glossy translucent http://www.luxrender.net/wiki/LuxRender_Materials
  • gamma correction (fixed at 2.2) for input colors in materials and lights

What works what does not:
  • please  turn everything into mesh
  • mesh can be either smooth or not - if smoothing angle >90 then mesh is smoothed, otherwise it's not
  • support for other most common materials (via ART attributes) + textures + transparency + bump mapping will be added soon
  • single material per mesh please
  • putting light on view will cause everything to go darker - it's caused by tonemapping - you can fix it by playing with Lux settings
  • no export for sky colour + skylight (ART's AO) and physical sky yet
  • to trigger matte materials (matte, matte translucent) you have to set specular multiplier to 0 0.001 - will be fixed to 0 value
  • to trigger translucent materials (matte translucent, glossy translucent) you have to leave 'lock ambient' off and play with ambient values
  • renderer is fixed at the moment at 500x500px for quick testing purposes and due to required ratio calculations for other resolutions (to be added soon)
  • most probably your scene scale will be off at the moment, because currently 1 unit = 1 m - scale will be implemented as scene attribute
Planned features:
  • ART materials will have Lux equivalents (via ART-compatible attributes)
  • support for texture maps
  • skylight + geometry lights + portals
  • access to all materials and procedural textures using attributes
  • corrected normals, UVs, multiple materials per mesh, automatic splitting
  • subdivision computed inside Lux
  • microdisplacement
  • instancing
  • etc...

So far it's only basic exporter with I guess a lot of bugs and many features missing. If something does not work than it's rather my fault, so please report all the bugs you encounter here in this thread, and if it's possible post files and other examples. I plan to release source code a bit later when I tidy it up a bit.
By now - have fun ;D
« Last Edit: August 14, 2011, 06:51:54 pm by dwsel »
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dwsel

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Re: Ani2lux 0.1 alpha
« Reply #1 on: August 15, 2011, 05:37:51 pm »

Ani2lux 0.1.1a
  • removed UV chunk - quick fix for crashes caused by improper UV output (no support for textures anyway yet)

More info in this thread:
http://www.animanon.com/Forum3/index.php/topic,830.new.html
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Raxx

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Re: Ani2lux 0.1 alpha
« Reply #2 on: August 16, 2011, 11:44:37 pm »

Haven't tried it since I almost never get to the rendering stage, but it's always good to see people still making tools for Anim8or :)

I love creating tools to supplement the 3D experience with Anim8or. It's just fun to code/script every once in a while as a change of pace. But unfortunately, unless I get really down and dirty with .an8 file parsing and such, I can't do much :P

Keep us updated!
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dwsel

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Re: Ani2lux 0.1 alpha
« Reply #3 on: August 17, 2011, 05:26:45 am »

Haven't tried it since I almost never get to the rendering stage, but it's always good to see people still making tools for Anim8or :)

I love creating tools to supplement the 3D experience with Anim8or. It's just fun to code/script every once in a while as a change of pace. But unfortunately, unless I get really down and dirty with .an8 file parsing and such, I can't do much :P

Keep us updated!

Hey! It's you who made tWEAK (radial menu). Can you program in simple C++ or ASL? If you have some spare time I'd appreciate any help. I'll release source with 0.2 so anyone could contribute some lines of code. The thing is that I'm very basic at C++ and I do no file parsing at all. I just access pretty data structures provided by http://texel3d.free.fr/projets/liban8/index.html and write them to the file in LuxRender manner.

I guess the most problematic thing for me is automatic splitting mesh at:
  • edges of materials (when materials per face are given)
  • UV's bonduaries
  • smoothing groups

Now I suggest users to split them manually, and I might be misunderstood. And this state will be kept till I implement it in my program, which is not my main priority, because I don't know how to eat this mathematic cake yet and other important features that I put in the first place are missing from exporter (like geometry lights, advanced materials, textures). ASL script could be nice temporary solution (normals at the edges will be broken so I'll have to eventually code it in C++), but I don't know ASL and if it's able to do it.
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Raxx

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Re: Ani2lux 0.1 alpha
« Reply #4 on: August 17, 2011, 02:21:02 pm »

I can do ASL but have kinda stayed away from the C languages. Thing is, exporting with ASL is confined to only the object editor at the moment.

I had worked on a RIB exporter before, that was going to have cameras and lights as parametric objects in the Object editor that allowed you to setup the Object editor as if it was the Scene editor. Exporting the mesh data so that it rendered properly in the RIB renderer was relatively painless, due to ASL's functions. This method didn't allow for rendering animations, however :P

Anyway, I may not be of much help with your code. Feel free to release the source when you update us though, so that we can look at it if we feel we can help!
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