Sat, Nov 30, 3:21 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: New Reality (lux render) Plugin over at Daz...time for Poser Plugin Update?


ErickL88 ( ) posted Sat, 14 August 2010 at 5:17 PM · edited Sat, 14 August 2010 at 5:22 PM
Online Now!

Quote - > Quote - Can some give me a little jump start, on how to use the exporter, please?

I'm pretty curious about it ^^

Ok, so I have a scene ready in PP2010 and run the PoserLuxExporter.py (from the previously mentioned alpha vers. of adp001's latest post)  from File -> Run Python.
I then get this new pop-up window with lots of info lines in it.
But what's next? .. Do I get a new file or batch of files? I can't seem to find anything beside a string of 3 LuxExporterParameters.conf.bak, .dat and .dir files.

Look into the directory you started from.
You should see a new created path named "toLux".
You should find (at least) 3 files in this path. The file with extension "lxo" is the file you have to load with Lux.

If path/files are not created, please post a screenshoot (or the content of your "new pop-up windows" (this is what we call "Python Status Window").

Ok, I got it now, thanks.
Looks like it didn't work before, but now, with just the basics of the V4 figure and a simple light set, it exported the necessary files for Luxrender.
I think it was either the *.lxm or the *.lxo file, which was missing and thus Luxrender aborted loading the scene before.

So it came from this (the Poser scene)

http://i34.tinypic.com/ru2smr.png

To this in Lux:

http://i35.tinypic.com/dzb2q0.png

hehe .. quite bizarre ... but it's just a beginning =)

One question tho, right after loading the *.lxs file into Lux, the software immediately starts with the rendering process?



FSMCDesigns ( ) posted Sat, 14 August 2010 at 5:39 PM

I am hoping that the forum doesn't get a run of users d/ling the alpha file and then asking for help so the ones working can stay focused on the project at hand.

Looking good so far, nice results.

Regards, Michael

My DeviantArt page


Believable3D ( ) posted Sat, 14 August 2010 at 5:41 PM

I get this in LuxRender:

[2010-08-14 16:38:23 Severe error: 47] Parsing error in file 'poserscene_alpha 1.0.1.lxo' at line 1: syntax error

To clarify: if the export generates errors, does that mean it ruins the whole process and I have to get rid of unsupported stuff from my Poser scene?

When I exported via the Python script, it ran well until this:

AttributeError: 'Color_Round' object has no attribute 'LuxType'

So... where do I go from here?

TIA.

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


Believable3D ( ) posted Sat, 14 August 2010 at 5:42 PM

I should add that my scene has dynamic clothing and hair... is that a problem?

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


adp001 ( ) posted Sat, 14 August 2010 at 5:47 PM

Quote -
hehe .. quite bizarre ... but it's just a beginning =)

One question tho, right after loading the *.lxs file into Lux, the software immediately starts with the rendering process?

Last question first: Yes, Lux starts directly. But note that Lux needs a bit time to load a scene. And Lux needs "some rounds" to show you something in the preview.

To your image: Seems that the Lux can't find the textures for your figure. Have a look into Lux log file (top menu in Lux). 

Lighting: Are the frontlights in front of the glas pane? And is the glas single or double-sided?

Bagginsbill found out that a simple converted pointlight from Poser does not work so good (look some pages back). Maybe you can swith to a spotlight for the moment. 

For me the image looks quit nice :)




LaurieA ( ) posted Sat, 14 August 2010 at 5:51 PM

It might do people well to remember that this project isn't even really alpha yet, much yet a beta that will at least play half nice ;o).

I'm hoping that BB continues with the project though I must say I don't have as much hope about that.

Laurie



adp001 ( ) posted Sat, 14 August 2010 at 5:53 PM

Quote - I should add that my scene has dynamic clothing and hair... is that a problem?

No.

The errors/problems you got came from not converted materials.

As I (and other) sayed already, not all nodes possible in Poser are converted to Lux yet (mostly because it's simply not possible). But Bagginsbill is working on a solution.

On the other hand: The question is if it makes sense to make a one to one copy of all those things we have to do in Poser to get something that looks right. A lot of nodes used in Poserworld are simply obsolete (not needed) in Lux.

For the moment: Try to disable the nodes in question in Posers Materialroom.




Flenser ( ) posted Sat, 14 August 2010 at 5:56 PM · edited Sat, 14 August 2010 at 5:59 PM

Quote - I get this in LuxRender:

[2010-08-14 16:38:23 Severe error: 47] Parsing error in file 'poserscene_alpha 1.0.1.lxo' at line 1: syntax error

To clarify: if the export generates errors, does that mean it ruins the whole process and I have to get rid of unsupported stuff from my Poser scene?

When I exported via the Python script, it ran well until this:

AttributeError: 'Color_Round' object has no attribute 'LuxType'

So... where do I go from here?

TIA.

When the export shows an AtttributeError like in your case, it means the script is not (yet) able to translate a part of your scene into Lux format, Lux is going to fail when reading the scene file. You have to remove the offending part from your scene.

I found its best to add part to your scene one by one and regularly try to export, that way it'll be easy to pin-point exactly which part of your scene is breaking the export.

Software: OS X 10.8 - Poser Pro 2012 SR2 - Luxrender 1.0RC3 - Pose2Lux
Hardware: iMac - 3.06 GHz Core2Duo - 12 GB RAM - ATI Radeon HD 4670 - 256 MB


adp001 ( ) posted Sat, 14 August 2010 at 5:58 PM

Laury,

the order is: Alpha, beta, delta ...

So alpha is correct at this stage. From beta state on a project claims to be able to be used by users  :) 




Khai-J-Bach ( ) posted Sat, 14 August 2010 at 6:25 PM

Quote - > Quote - I get this in LuxRender:

[2010-08-14 16:38:23 Severe error: 47] Parsing error in file 'poserscene_alpha 1.0.1.lxo' at line 1: syntax error

To clarify: if the export generates errors, does that mean it ruins the whole process and I have to get rid of unsupported stuff from my Poser scene?

When I exported via the Python script, it ran well until this:

AttributeError: 'Color_Round' object has no attribute 'LuxType'

So... where do I go from here?

TIA.

When the export shows an AtttributeError like in your case, it means the script is not (yet) able to translate a part of your scene into Lux format, Lux is going to fail when reading the scene file. You have to remove the offending part from your scene.

I found its best to add part to your scene one by one and regularly try to export, that way it'll be easy to pin-point exactly which part of your scene is breaking the export.

and please tell us what it was that failed. that helps to pinpoint any problem areas.



Believable3D ( ) posted Sat, 14 August 2010 at 6:27 PM

Quote -
and please tell us what it was that failed. that helps to pinpoint any problem areas.

These are the last few lines showing in the exporter when I try to run my new scene:

  File "C:Program FilesSmith MicroPoser Pro 2010RuntimePythonluxmaticmatcore.py", line 503, in emitLux
    print >>s, 'Texture "%s" "%s" "%s"' % (name, vtype, self.LuxType)
AttributeError: 'Color_Round' object has no attribute 'LuxType'

Is that sufficient info? I don't know what else ...

I can't figure out where it's getting Color_Round from to begin with. It's not a default Vicky, but I'm working from a modified VSS shader.

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


LaurieA ( ) posted Sat, 14 August 2010 at 6:29 PM

It's barely more than a skeleton at this point ADP. When I said "not even really an alpha yet" I meant that it's only barely able to even be used. And not by people that are unfamiliar with running Python scripts. That's why you get question after question on "how do I use this" instead of "my error was '....'" ;o).

Laurie



LaurieA ( ) posted Sat, 14 August 2010 at 6:33 PM

Quote - > Quote -

and please tell us what it was that failed. that helps to pinpoint any problem areas.

These are the last few lines showing in the exporter when I try to run my new scene:

  File "C:Program FilesSmith MicroPoser Pro 2010RuntimePythonluxmaticmatcore.py", line 503, in emitLux
    print >>s, 'Texture "%s" "%s" "%s"' % (name, vtype, self.LuxType)
AttributeError: 'Color_Round' object has no attribute 'LuxType'

Is that sufficient info? I don't know what else ...

I can't figure out where it's getting Color_Round from to begin with. It's not a default Vicky, but I'm working from a modified VSS shader.

From what I can glean from that error message, it looks as though one of your shaders is using the "Round" function - something Lux has no equivalent for.

Laurie



rty ( ) posted Sat, 14 August 2010 at 6:35 PM

Quote - These are the last few lines showing in the exporter when I try to run my new scene:

  File "C:Program FilesSmith MicroPoser Pro 2010RuntimePythonluxmaticmatcore.py", line 503, in emitLux
    print >>s, 'Texture "%s" "%s" "%s"' % (name, vtype, self.LuxType)
AttributeError: 'Color_Round' object has no attribute 'LuxType'

Is that sufficient info? I don't know what else ...

I can't figure out where it's getting Color_Round from to begin with. It's not a default Vicky, but I'm working from a modified VSS shader.

Well, you can assume it doesn't understand how to translate the Poser material nodes it finds in your scene.
Since Poser has an advanced, but proprietary material system, you can expect the alpha exporter to choke on anything but the simplest (P4 level) materials. This is a problem ideed, but hopefully one which will be fixed, eventually.

Or, to put it in simple words: Don't try to transfer advanced Poser materials, they won't work.


Khai-J-Bach ( ) posted Sat, 14 August 2010 at 6:37 PM

Rty, you forgot the 'Yet'
BB's working on that, as he's stated in the thread.



rty ( ) posted Sat, 14 August 2010 at 6:46 PM

Well, I was just talking about the existing alpha exporter adp001 links to on top of this page.
I sure hope there will be improvements!...

BTW, I think there should be a separate thread for dev discussions and questions, and another for unrelated (including user) ones. Lest the initial topic eventually disappears under a heated discussion about the compared advantages of using this or that brand of washing powder.


odf ( ) posted Sat, 14 August 2010 at 9:34 PM
Online Now!

Quote - I'm hoping that BB continues with the project though I must say I don't have as much hope about that.

He said he wasn't abandoning the project, just this thread. Maybe for the technical aspects of the project, we could reconvene at the Peanut Gallery and invite him to join us. Or we could simply start a new thread on Poser Technical, which for all intends and purposes is like moving overseas.

ADP, what do you think?

-- I'm not mad at you, just Westphalian.


LaurieA ( ) posted Sat, 14 August 2010 at 9:59 PM

Poser Technical is a little like moving overseas, isn't it? lol. My fear is that youknowwho also frequents the place and will be back to stir things again.

Of course in the end, it's up to you fellas what you do ;o).

Rock on...lol.

Laurie



adp001 ( ) posted Sat, 14 August 2010 at 10:18 PM

Quote - > Quote - I'm hoping that BB continues with the project though I must say I don't have as much hope about that.

He said he wasn't abandoning the project, just this thread. Maybe for the technical aspects of the project, we could reconvene at the Peanut Gallery and invite him to join us. Or we could simply start a new thread on Poser Technical, which for all intends and purposes is like moving overseas.

ADP, what do you think?

Stop asking questions and do what you think is right :)
I'll follow. 




LaurieA ( ) posted Sat, 14 August 2010 at 10:25 PM · edited Sat, 14 August 2010 at 10:27 PM

Ok, how about I do this....

I make a private forum just for you guys (which I've done already...just need ur usernames) and I set up a public forum where you can release your creations for those who would like to test. That should at least confine the BS to the public forum and not the one where you're working ;o).

Better yet, you can just keep posting the newer versions here. Then the BS is also confined to here...lol (sorry Jen...hehe).

Laurie



odf ( ) posted Sat, 14 August 2010 at 11:34 PM
Online Now!

Well, I've just registered as odf.

-- I'm not mad at you, just Westphalian.


DisneyFan ( ) posted Sat, 14 August 2010 at 11:48 PM

catching up with posts

Quote - It might do people well to remember that this project isn't even really alpha yet, much yet a beta that will at least play half nice ;o).

...did I start a bad thing, being a non-programmer doing a render? sheepish

You can't do exotic stuff with this yet. There's a reason I picked P4-era stuff for my render... it's not built for a raytracer. Or, in this case, a raytracer that isn't getting all of the information that it needs, yet.  They're still working on it taking the geometry gracefully, much less the shaders...

----------------------------------------------

currently using Poser Pro 2014, Win 10


LaurieA ( ) posted Sat, 14 August 2010 at 11:50 PM · edited Sat, 14 August 2010 at 11:52 PM

You should be able to see that forum now odf ;) It's located in The Lobby, bottom of the page.

Do a test post just to make sure we've got it set up right ;)

Laurie



RobynsVeil ( ) posted Sun, 15 August 2010 at 1:14 AM

I've joined and posted... thank you, Laurie. 😄 Promise I'll be a good girl and behave... :biggrin:

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks


kawecki ( ) posted Sun, 15 August 2010 at 5:34 AM

Well, tonight I decided to do something and finished a obj, 3ds,pp2,dxf and ply to Lux lxo converter.
Until now, only did the geometry with correct uv seams and normals. A little later will do the standard materials export.
The problem is with camera and lights because these file formats has no camera and light information. I am thinking to put Poser's default camera and lights. It is a little limiting, but you can change the light and camera with a text editor.
Maybe later I do a pz3 exporter in the style of PoseRay.

And...., it has no gamma correction, he, he,he....

Stupidity also evolves!


xuu4u ( ) posted Sun, 15 August 2010 at 7:26 AM

Quote - Poser Technical is a little like moving overseas, isn't it? lol. My fear is that youknowwho also frequents the place and will be back to stir things again.

Of course in the end, it's up to you fellas what you do ;o).

Rock on...lol.

Laurie

Laurie, well said. This remembers me a bit Harry Potter if you knwo what i mean :)
lol



adp001 ( ) posted Sun, 15 August 2010 at 9:54 AM

Quote - Well, I've just registered as odf.

Me too - as ADP




LaurieA ( ) posted Sun, 15 August 2010 at 9:56 AM · edited Sun, 15 August 2010 at 9:57 AM

You're in :). I've just added you. You should be able to see the forum now :o). Migrate to the bottom of the board index page (The Lobby) and you should see it.

Laurie



ice-boy ( ) posted Sun, 15 August 2010 at 10:25 AM

so you  will not post news here anymore?

you will not post new renders?

:(


LaurieA ( ) posted Sun, 15 August 2010 at 10:35 AM · edited Sun, 15 August 2010 at 10:36 AM

Oh, I think they will ice-boy. They're just going to work on it in private :o). Saves having to root thru other posts that have nothing to do with the programmers and their work.

Laurie



RobynsVeil ( ) posted Sun, 15 August 2010 at 10:49 AM

Okay, in which case I might stop lurking there in your peanut gallery, Laurie, because whilst I do program a wee bit in Python, this stuff is so far above my head I feel like a bottom feeder... and I'll just wait for update announcements in the Reader's Digest version here.
You'll sort-of keep us posted, won't you, hun? Pleeeeze? 😄

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks


LaurieA ( ) posted Sun, 15 August 2010 at 10:59 AM

As much as I'm able...lol.

Laurie



adp001 ( ) posted Sun, 15 August 2010 at 12:26 PM · edited Sun, 15 August 2010 at 12:30 PM

If someone is interested, I would like to declare what I think about whats happend. Not easy for me to find the right words because of the language barriere. I'm a german and as you may know, some of us may have an "unusual, different view".

First, if someone writes shit about something, I have no problem if someone says: You are talking shit. Even if it's me talking shit. What I mean is I think we should have a "thick skin" if we discuss with someone. Anybody is able to simply ignore someone without beating the others.

Often it's just because people have a different context leading to missunderstanding.

What Kawecki has written about gamma-correction was competent. What Bagginsbill writes about gamma-correction is also completly right. But each of them wrotes under a different context. Kawecki has written about what electronics does (or does not anymore) and Bagginsbill is writing about what must be done if someone wants to make good looking renders. Especially in Poser (other renderengines don't ask for gamma-correction; it's so basic that you have to find out how to prevent it).

No chance for both of them to understand each other. Maybe because they don't know enough from the counterparts context (making images vs. electronics).

Second - and most important: I really want to do/proceed with what I said pages before. An open project everyone can follow, participate, collaborate, contribute. Asking questions (even to the programers) to understand, discuss about how and why things are done this way, and so on. This is good for everyone. Some may learn something, other may get an idea or look on a current problem from a different point of view.

We had a very good start. Even if not so mutch programers came in as I hoped. I know there are a lot here at Renderosity who could help.

What ever happens now: We know a project like this can work. We just have to want to do it.
If you don't mind, register to LaurieA's discussion site. Who knows what it is good for. I'll post here anyway, because Renderosity is the most important site for Poser related things.

A special word to you (yes, you): Don't quit. We need your support.

I hope what I wrote makes sense to you. Please don't missunderstand me - I meant anything in a good way. Even if something I wrote may sound weired to you. It's just the language I've problems to handle.




adp001 ( ) posted Sun, 15 August 2010 at 12:36 PM

Quote - because whilst I do program a wee bit in Python, this stuff is so far above my head I feel like a bottom feeder

The project is splitted into parts. It's mainly the geometry- and material exporter part that needs very special know how. 

But there are other things to do - maybe something you can help out. We still need an interface. Something simple will do. Just to have a chance to enter some special parameters one can not find out directly from Poser. Yes, there is a good chance this interface is dropped later. But now it's urgently needed.




LaurieA ( ) posted Sun, 15 August 2010 at 12:39 PM · edited Sun, 15 August 2010 at 12:39 PM

But how does one create an interface if one doesn't code ;) Is it all just graphics? (really doesn't know...lol)

Laurie



kawecki ( ) posted Sun, 15 August 2010 at 12:52 PM

I have a combination that turns me something unique. I am an electronic guy, I am an electronic engineer specialized in digital. Hardware, software, microprocessors, mainframes and so on.
Most of my done work was/is for industrial application and I turned also ten years ago into an artist, by accident (I never studied art!) I have a gallery here at Renderosity with more than 500 images and other hundreds at other sites and I am not bad in this.
Beside the technical side I view all this 3d stuff from the artist side, after all is I that create my images and anything that let me express my inside view into an image is welcome.
I have no problem sharing my knowledge and experience for whom has interest on it, but also I am not stupid, I think very well what I do.

Stupidity also evolves!


adp001 ( ) posted Sun, 15 August 2010 at 12:59 PM

Laurie, thanks for playing the ball :)

I'm busy with integrating a HTTP-server directly into Poser.  A very basic one but able to anser GET and POST requests, and having some hard-coded "CGI's". That is: methods executed if a special URL is called. http://127.0.0.1:8888/get_PoserActors is one of them. http://127.0.0.1:8888/set_LuxParameter?gamma=2.2&ouptoutsize=800,600 could be another. What you need to know to make an interface is HTML, Javascript, perhaps AJAX. Or imbed Flash, SVG, whatever a Webbrowser can handle. Others may contribute nice graphics to make the Webinterface a nice one.

And yes, I want to be able to use my Android-Phone (or an iPhone/iPad?) to start a Lux render.

My question: Is this a way we should go? Please keep in mind that Poser 5/6 isn't able to handle integrated interfaces with wxPython (why not having several interfaces, by the way...)




adp001 ( ) posted Sun, 15 August 2010 at 1:07 PM

Quote - But how does one create an interface if one doesn't code ;) Is it all just graphics? (really doesn't know...lol)

Laurie

May sound stupid - but: Not every programer has a good feeling for userinterfaces. Most are done from the programers perspective. So making some graphics showing how an interface should look like from a users point of view can help very mutch. 




LaurieA ( ) posted Sun, 15 August 2010 at 1:21 PM

Quote - > Quote - But how does one create an interface if one doesn't code ;) Is it all just graphics? (really doesn't know...lol)

Laurie

May sound stupid - but: Not every programer has a good feeling for userinterfaces. Most are done from the programers perspective. So making some graphics showing how an interface should look like from a users point of view can help very mutch. 

Well, I guess I can help with the look of it, but I can't code it...lol.

Laurie



adp001 ( ) posted Sun, 15 August 2010 at 1:30 PM

Quote - I have a combination that turns me something unique.

Sorry, Kawecki. Here in Germany someone wrote "Es gibt keinen Neuschnee" (translate via web into your native language).

Uniqueness is very rare.

Please accept there are people out there with a deeper knowledge for some things. One of this is this "gamma thing". I'm involved in the printing industry (making images) since I'm 18. And I don't talk about a "copy-shop".  Fact is: There is a need to adapt any image to the medium you need to show the image. May it be paper or a monitor. It's just because you have to reduce the amount of density to what your medium is able to show. Any reduction is a loss of information. Gamma-correction is a method to concentrate the loss to parts where human eyes are less sensible.
As I said before: We dont talk about mathematic-correctness. We talk about nice image presentation. Maybe you want to read a good book about it written by people really knowing.

Please, Kawecki, can you do me a favour? You are someone with a good know-how about some things. All people here know already. No need to prove. You can be very helpful. But sometimes you are completly out of topic. 

Can we now go on discussing about the real important things, please? No need to declare the world, we are only interested to know how we can make a good exporter for Lux :)




LaurieA ( ) posted Sun, 15 August 2010 at 1:35 PM

Quote - > Quote - I have a combination that turns me something unique.

Sorry, Kawecki. Here in Germany someone wrote "Es gibt keinen Neuschnee" (translate via web into your native language).

Uniqueness is very rare.

Please accept there are people out there with a deeper knowledge for some things. One of this is this "gamma thing". I'm involved in the printing industry (making images) since I'm 18. And I don't talk about a "copy-shop".  Fact is: There is a need to adapt any image to the medium you need to show the image. May it be paper or a monitor. It's just because you have to reduce the amount of density to what your medium is able to show. Any reduction is a loss of information. Gamma-correction is a method to concentrate the loss to parts where human eyes are less sensible.
As I said before: We dont talk about mathematic-correctness. We talk about nice image presentation. Maybe you want to read a good book about it written by people really knowing.

Please, Kawecki, can you do me a favour? You are someone with a good know-how about some things. All people here know already. No need to prove. You can be very helpful. But sometimes you are completly out of topic. 

Can we now go on discussing about the real important things, please? No need to declare the world, we are only interested to know how we can make a good exporter for Lux :)

Thank gawd....finally some sense ;o). BTW adp...you're MUCH nicer than I would have been...lmao.

Laurie



adp001 ( ) posted Sun, 15 August 2010 at 1:37 PM

Quote -
Well, I guess I can help with the look of it, but I can't code it...lol.

Anything that holds you back someone can help you with?




LaurieA ( ) posted Sun, 15 August 2010 at 1:42 PM · edited Sun, 15 August 2010 at 1:50 PM

Well, I'm looking now at how to build an interface in Photoshop, a software with which I'm very familiar. I'm looking into how to make it work with code as well.

Does anyone have a list of what they think should be on the interface? The only thing that comes to my mind is a preview window for what the material will look like in Lux and maybe some simple ways of fixing it, like adding specular, reflection, etc.

Any ideas would be awesome ;o). I'll never in a million years think of everything that should be on it ..LOL

Laurie



adp001 ( ) posted Sun, 15 August 2010 at 1:57 PM · edited Sun, 15 August 2010 at 1:59 PM

Quote -
Any ideas would be awesome ;o).

That's the point.

Making a good interface needs a deep know how about what this interface is good for. Means: You need to know what is possible with Lux and probably not with Poser.

One of the main questions is: What can be done with light in Lux Poser can't? Lighting is most important for a renderer. More important than a material exporter. As an example, Lux has a "Sky-Light". How can this be adapted/integrated into Poser? What about Shadow control? Is there any?

About the materials: We don't know yet what bagginsbill is doing (I bed he wouldn't quit working on this, but he likes "solo-parts" more than being just a team-player). As far as I see it, he will come out with a complete materialexporter independed from the rest. Including a userinterface.




Flenser ( ) posted Sun, 15 August 2010 at 4:04 PM

 Posted another render.. was quite difficult to get the lighting right on this one.
t.co/BP4nXu5

Software: OS X 10.8 - Poser Pro 2012 SR2 - Luxrender 1.0RC3 - Pose2Lux
Hardware: iMac - 3.06 GHz Core2Duo - 12 GB RAM - ATI Radeon HD 4670 - 256 MB


adp001 ( ) posted Sun, 15 August 2010 at 4:22 PM

Quote -  Posted another render.. was quite difficult to get the lighting right on this one.
t.co/BP4nXu5

Yes, I see.

A typical Poser-render often has an "overdosis" on light. Try to make sure all lights together have not more than 100% intensity.

In the Lux-Interface you can change how intense your light is (overall). Try to switch "Kernel" to "Maxwhite". Or, if there is not enough light, to one of the others. If this does not help you will find some other parameters to play with to get a better brightness. Just explore the Lux interface.

Don't forget to be patient because changes aren't directly visible in your Lux-Preview. Click "Apply", to be sure.

Anything you change does not disturb the render-process. And if you are totally lost, just click on "Reset". As I said: The render process is not interrupted.




adp001 ( ) posted Sun, 15 August 2010 at 4:30 PM

Maybe someone is interested to write a "Light-Control"  for this project? Something able to make sure overall light-intensity is not above 100%.




ice-boy ( ) posted Sun, 15 August 2010 at 5:06 PM · edited Sun, 15 August 2010 at 5:07 PM

Quote -  Posted another render.. was quite difficult to get the lighting right on this one.
t.co/BP4nXu5

what lux poser version do you have? how do you update the luxrender exporter?

i would like to start  testing.


Flenser ( ) posted Sun, 15 August 2010 at 7:03 PM

Quote - > Quote -  Posted another render.. was quite difficult to get the lighting right on this one.

t.co/BP4nXu5

what lux poser version do you have? how do you update the luxrender exporter?

i would like to start  testing.

I'm on a Mac OS X system, using Poser 8, Luxrender 0.7 and ADP's poserluxexporter_alpha4, the link he posted in this forum on page 24 I think.

After downloading ADP's exporter package unzip it, then copy it to /runtime/python/scripts.
Set up a VERY simple scene in Poser, then under the File menu select , navigate to the folder where you copied the exporter package and run <luxexporter.py>.
A text window will pop-up and after 20-40 secs it will show you the time it took to export your scene, or it will show you an error (in case there was a problem exporting an object or texture).
If there was an error remove something from your scene and try again.
If successful start Luxrender, under the File menu select open and navigate to the folder where you copied the exporter package, there will be a new folder , open that folder and you'll see some files with extensions .lxo, .lxm, .lxs, open the .lxs file. Luxrender will start to import your scene, watch the log window to see what it does, there will be a few red, yellow and green messages, the render starts once you see a green message showing that it started a render thread.
The render window should start to show an image after about 10-20 secs.

There you go, a short "Getting started with the Poser-Luxrender exporter." ;)

Software: OS X 10.8 - Poser Pro 2012 SR2 - Luxrender 1.0RC3 - Pose2Lux
Hardware: iMac - 3.06 GHz Core2Duo - 12 GB RAM - ATI Radeon HD 4670 - 256 MB


odf ( ) posted Sun, 15 August 2010 at 7:45 PM · edited Sun, 15 August 2010 at 7:48 PM
Online Now!

Quote - Second - and most important: I really want to do/proceed with what I said pages before. An open project everyone can follow, participate, collaborate, contribute. Asking questions (even to the programers) to understand, discuss about how and why things are done this way, and so on. This is good for everyone. Some may learn something, other may get an idea or look on a current problem from a different point of view.

Well, you know that I'm all about developing things in the open. I have a 260-page-long thread to prove it. :D I think the private forum at the Peanut Gallery could still be useful, though, when things get very technical, or as a virtual fridge to stick notes on and have a better chance of finding them later.

Speaking of having things out in the open: I've been using git on my home laptop to keep track of my changes to the geometry exporter. I'd be very much inclined to put the code up on my github account, so that it won't get lost if some accident fries all computers in my house simultaneously, and also so that I can just post links to the files instead of having to add .txt extensions and upload them here every time. Now the question is (and that's addressed mostly at ADP): can/should I include the wrapper code and the other exporters in that github repository? I would leave the material converter out since at the moment it looks like bagginsbill might continue its development on his own. That's also a part of the code I'd rather not touch, whereas in good time I might fiddle with other bits outside the geometry exporter. So having all that up on github would make it easier for me to keep people up-to-date on what I've been doing. When I make changes that I think should go into the official version, I can just point you to the modified file and you can download that or cut-and-past the section in question. If I remember right, you can even point github to two versions of the code and ask it to show you the changes.

-- I'm not mad at you, just Westphalian.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.