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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 1:43 pm)



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


adp001 ( ) posted Thu, 26 August 2010 at 9:39 PM

Quote - Been futzing around with the exporter this evening 'cos I need a break from MentalRay :biggrin:
Lady is Petra by RebelMommy and the lights are a set I generally use for testing

We all are really interested to see what Firefly renders. Can you show us this, please? And what about the right to show the images on an upcomming website?




adp001 ( ) posted Thu, 26 August 2010 at 9:41 PM

Quote - Exporter bug, this one probably for bagginsbill:

  File
"L:PoserPoserPro2010RuntimePythonposerscriptsLuxPosePoserLuxExporter_alpha_1-10eluxmaticmatcore.py",
line 404, in __init__<br></br>
    self.importFromShaderNode(v)<br></br>
  File
"L:PoserPoserPro2010RuntimePythonposerscriptsLuxPosePoserLuxExporter_alpha_1-10eluxmaticmatcore.py",
line 487, in importFromShaderNode<br></br>
    setattr(self, inp.name,
inp.importFromShaderNode(snode))<br></br>
  File
"L:PoserPoserPro2010RuntimePythonposerscriptsLuxPosePoserLuxExporter_alpha_1-10eluxmaticmatcore.py",
line 215, in importFromShaderNode<br></br>
    v = inp.Value()<br></br>
AttributeError: 'NoneType' object has no attribute
'Value'

After which the script dies.
Nothing happens anymore, CPU is idle.
I waited about 5 minutes and closed the window.

Scene was one M4 and one V4 (clothed, haired) inside Faveral's "Hacienda" setting, a biggish outdoor setting with lots of textures, but AFAIK no complicated materials.

Congratulation!

Seems you found an unknown error ;)




bagginsbill ( ) posted Thu, 26 August 2010 at 9:55 PM · edited Thu, 26 August 2010 at 9:56 PM

Quote - Exporter bug, this one probably for bagginsbill:

  File
"L:PoserPoserPro2010RuntimePythonposerscriptsLuxPosePoserLuxExporter_alpha_1-10eluxmaticmatcore.py",
line 404, in __init__<br></br>
    self.importFromShaderNode(v)<br></br>
  File
"L:PoserPoserPro2010RuntimePythonposerscriptsLuxPosePoserLuxExporter_alpha_1-10eluxmaticmatcore.py",
line 487, in importFromShaderNode<br></br>
    setattr(self, inp.name,
inp.importFromShaderNode(snode))<br></br>
  File
"L:PoserPoserPro2010RuntimePythonposerscriptsLuxPosePoserLuxExporter_alpha_1-10eluxmaticmatcore.py",
line 215, in importFromShaderNode<br></br>
    v = inp.Value()<br></br>
AttributeError: 'NoneType' object has no attribute
'Value'

After which the script dies.
Nothing happens anymore, CPU is idle.
I waited about 5 minutes and closed the window.

Scene was one M4 and one V4 (clothed, haired) inside Faveral's "Hacienda" setting, a biggish outdoor setting with lots of textures, but AFAIK no complicated materials.

This means you have a node that does not have a known input  - which may mean you're running this on some older version of Poser.

When you get errors like this, it would be helpful if you post Poser version (exact, including SR) and the material that caused it, or a screen shot of the material.

I will eventually support some older Posers, but I don't think I'm going all the way back to Poser 6, and 5 is out of the question. At least for me. If somebody wants to work on a P5 LuxPose, be my guest. There is no Python API to materials in P5 so you'd have to save the scene and parse the materials files. This is possible but since Poser 6 is $30, please - forget it.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


LuckDragon ( ) posted Thu, 26 August 2010 at 9:58 PM · edited Thu, 26 August 2010 at 10:10 PM

I must not be understanding something because I downloaded the new exporter and I still have the camera issues

http://luckdragon.com/renders/old/gui/

there's screenshots of all 3 of the gui tabs, the render dimensions box, the way it looks in poser and the way it looks in lux.. what am I doing wrong?

also, the camera is in the default position, I loaded poser, created a new scene and locked the camera in place so it wouldn't move accidentally (and just in case, I unlocked it before exporting)


bagginsbill ( ) posted Thu, 26 August 2010 at 10:13 PM

Are we even sure then that it copied anything at all from the camera?

Rotate around to a really odd angle and see if the export shows it from that angle.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Thu, 26 August 2010 at 10:15 PM

LuckDragon - I'm sorry if you already said, but what version and SR of Poser are you doing this with?

It might be reporting focal length differently in the Python API.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Thu, 26 August 2010 at 10:16 PM

I once saw somebody suggest that everybody here should put the Poser version and SR they use in their signature, so I would not have to ask this question 800 times a year.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


adp001 ( ) posted Thu, 26 August 2010 at 10:53 PM

Quote - LuckDragon - I'm sorry if you already said, but what version and SR of Poser are you doing this with?

It might be reporting focal length differently in the Python API.

Is it wrong with both,  Parameter("Focal").Value() and ParameterByCode(poser.kParmCodeFOCAL).Value()?

What's the result with Parameter("Focal").Value() on a localized Poser version (non english)?




LuckDragon ( ) posted Thu, 26 August 2010 at 11:00 PM · edited Thu, 26 August 2010 at 11:06 PM

pro 2010 8.0.3.11414
and my display units are FEET

and I tried that, rotated it around so it was basically looking at the top of her head and shoulders, and it outputted the angle properly, just not the "zoom"

like in poser, her feet were at the bottom of the view window, but in lux, they are about 1 to 1 1/2 inches from the bottom

I took a screenshot of the camera settings in poser:


and from the .lxs file, here is the results:

start Poser camera "Main Camera"

LookAt -1.2677718401 2.0948240757 0.0220425799489 -0.625082130075 1.32877963258 0.0108243893318 0.76592777084 0.642787609687 -0.0133693189703
Camera "perspective" "float fov" [26.1033306842]

end Poser camera "Main Camera"


adp001 ( ) posted Thu, 26 August 2010 at 11:09 PM

Quote - pro 2010 8.0.3.11414
and my display units are FEET

I just did a render. 100% equal in Lux and Poser. Tested with P7/Pro. 




adp001 ( ) posted Thu, 26 August 2010 at 11:14 PM

Cam setting Focal = 25mm
Cam section from .lxs

start Poser camera "Aux Camera"

LookAt 0.659885168076 0.499619930983 0.391810208559 -0.0603576274732 0.325971753316 -0.279827063972 -0.126998237516 0.984807753012 -0.118427772397

Camera "perspective" "float fov" [53.3104200614]

end Poser camera "Aux Camera"

But I swear both images are exactly the same.
 




adp001 ( ) posted Thu, 26 August 2010 at 11:20 PM

LuckDragon,

did you download the corrected version (Alpha 1-11)?




LuckDragon ( ) posted Thu, 26 August 2010 at 11:48 PM · edited Thu, 26 August 2010 at 11:51 PM

yes, I downloaded it as soon as it was posted:

Exported by Poser-Lux-Exporter alpha 1.1, on Thu Aug 26 23:19:22 2010

do I need to uninstall the air gui and re-install it?

if it makes a difference, I'm using the 64 bit version of pro

I just tried again, same problem, it put the parameters in EXACTLY the same as yours 53.3104200614 (and honestly, the odds of my setting the aux camera to the EXACT same position as you are slim to none)

I manually adjusted the file to 41.3104200614  and now it's the correct positioning

don't know if it's a problem with the script, poser pro 2010, or what, but it really isn't working the way you are planning it to work :P


LuckDragon ( ) posted Thu, 26 August 2010 at 11:52 PM

on a different note.. one thing that I've noticed is that "skin" in lux is really glossy..


LaurieA ( ) posted Fri, 27 August 2010 at 12:09 AM · edited Fri, 27 August 2010 at 12:11 AM

I'm still having the same problem as well ;o). I'm running the newest version of the script 1-11.

Poser 8, SR3, my units of measure are inches.

Maybe this is just unique to Poser 8 and 2010? Just a guess ;o)

Laurie



RobynsVeil ( ) posted Fri, 27 August 2010 at 1:57 AM

Quote - ... This is possible but since Poser 6 is $30, please - forget it.

...and Poser 7 is $40 here, still... in case someone missed it.

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


ice-boy ( ) posted Fri, 27 August 2010 at 2:40 AM

Quote -
Lux Render - was having some issues with the lighting, I'll end up redoing this one -
45 minutes


Poser - Firefly

this is really a bad exmple of firefly a lot of poser users can make a 50 times better render.

i hope that you guys will not make firefly look like a render from the 80's. thanks.


ErgosVonAdimar ( ) posted Fri, 27 August 2010 at 2:46 AM

whether or not other users can make it 50 times better or not doesn't change the fact that it WAS rendered in firefly, and the same lights and everything were used in lux..  I just loaded the figure, gave her a skin texture, added the clothes and rendered, I didn't tweak anything


ice-boy ( ) posted Fri, 27 August 2010 at 2:48 AM

inLiurender  you can set teh bounces for specular and bounce seperate. specular in luxrender means sharp reflections. and glossy are soft reflections.

in Luxblend the Distributed integrator has has all the options seperate.


this is a render from Luxblend. it was 10 minutes because i set the glossy bounces to 1 and specular bounces to 1. at the same time i could use 3 bounces for diffuse.
what is also great is that you can use different sample settings for glossy  and diffuse.

bagginsbill is it possible to have those settings in LuxPose? thanks for the answer.


ice-boy ( ) posted Fri, 27 August 2010 at 2:49 AM

Quote - whether or not other users can make it 50 times better or not doesn't change the fact that it WAS rendered in firefly, and the same lights and everything were used in lux..  I just loaded the figure, gave her a skin texture, added the clothes and rendered, I didn't tweak anything

the problem is that it makes firefly look worse then it is.

no offense i am not trying to be mean. its just that you are not good at lighting and using good shaders.


Keith ( ) posted Fri, 27 August 2010 at 3:55 AM

Ice-Boy has a point.  In order to make a valid comparison you have to compare three things in combination:

a) effort put into the setting up of the render,
b) time to render, and
c) quality of the render.

In order to make a true comparison, you have to consider all three.  Does it take more work for Renderer A to output something decent than Renderer B?  Did you at least try to to get a decent result  (or did you not have to do much at all to get good output)?  Similarly, does it take 6 hours to get a good image from A, but only 5 minutes to get a not-quite as good but still acceptable image from B?

To make that point further, as it stands and until they get significantly faster when GPU rendering becomes available, an unbiased renderer would get minor usage for a lot of people doing 3D comics (unless they have a decent rendering network or slow output) because the quality isn't sufficient given the time it takes to output a single image of fairly large size, given the number of images that they might have to render and taking into account changes they might decide to make.



Khai-J-Bach ( ) posted Fri, 27 August 2010 at 3:59 AM

but guys?

this is an Alpha. the shader code is NOT implemented other than at a very basic level.

right now any comparison in the way your suggesting is.. well... useless?



Dizzi ( ) posted Fri, 27 August 2010 at 4:56 AM

This code will return the current viewport size in Poser 8/Pro if render dimensions are set to "match preview window". Otherwise the output resolution set.

import poser
if poser.Version()=='8.0':
        import wx.aui
def GetOpenGLCanvas():
        l=[]
        for child in poser.WxAuiManager().GetManagedWindow().Children:
                GetOpenGLCanvasRec(child, l)
        return l
def     GetOpenGLCanvasRec(win, l):
        for child in win.Children:
                if child.Name in ['PoserPBCanvas']:
                        l.append(child)
                else:
                        GetOpenGLCanvasRec(child, l)
def GetOutputRes():
        s=poser.Scene()
        if poser.Version()=='8.0' and s.RenderDimAutoscale()==2:
                return GetOpenGLCanvas()[-1].GetSize()
        else:
                return s.OutputRes()

print GetOutputRes()



odf ( ) posted Fri, 27 August 2010 at 5:19 AM
Online Now!

What if I use Sreed?

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


ice-boy ( ) posted Fri, 27 August 2010 at 5:45 AM · edited Fri, 27 August 2010 at 5:50 AM

it looks like the exporters and GUI are updated but not always packed in the same realese folder.

can someone realese the updated geometry exporter with material exporter and GUI? all the new updated stuff?

thanks


Synpainter ( ) posted Fri, 27 August 2010 at 6:07 AM

Are bump and displacement maps being utilized at this point?


Dizzi ( ) posted Fri, 27 August 2010 at 6:08 AM

I knew I forgot something... This code should work for OpenGL or Sreed... At least I hope that it does ;-)

import poser
if poser.Version()=='8.0':
        import wx.aui
def GetOpenGLCanvas():
        l=[]
        for child in poser.WxAuiManager().GetManagedWindow().Children:
                GetOpenGLCanvasRec(child, l)
        return l
def     GetOpenGLCanvasRec(win, l):
        for child in win.Children:
                if child.Name in ['PoserGLCanvas', 'PoserPBCanvas']:
                        l.append(child)
                else:
                        GetOpenGLCanvasRec(child, l)
def GetOutputRes():
        s=poser.Scene()
        if poser.Version()=='8.0' and s.RenderDimAutoscale()==2:
                for win in GetOpenGLCanvas():
                        if win.IsShown(): return win.GetSize()  
        return s.OutputRes()

print GetOutputRes()



adp001 ( ) posted Fri, 27 August 2010 at 7:09 AM

Quote - > Quote - whether or not other users can make it 50 times better or not doesn't change the fact that it WAS rendered in firefly, and the same lights and everything were used in lux..  I just loaded the figure, gave her a skin texture, added the clothes and rendered, I didn't tweak anything

the problem is that it makes firefly look worse then it is.

no offense i am not trying to be mean. its just that you are not good at lighting and using good shaders.

The goal is to show that some of the typical "Poser Look" is how Poser handles light. Lux is a render-engine without all this problems. So even someone without a deep knowledge of "how to set up a scene in Poser to get a decent render" is able to get good results.

The benefit is: One can concentrate on the artistic side of a render.

No need anymore to post a simple setup just to show "how good I am with this render thing". Anyone can do that now.

Poser isn't good because he has a good render engine. Poser has other pretty things why even owners of 3D-flagships love Poser. Here Firefly was only used for "in between" renders. I did finals in C4D (workflow is a pain in the ass). Lux is better than C4D for what I have to render!




adp001 ( ) posted Fri, 27 August 2010 at 7:14 AM

Quote - I knew I forgot something... This code should work for OpenGL or Sreed... At least I hope that it does ;-) import poser if poser.Version()=='8.0': import wx.aui def GetOpenGLCanvas(): l=[] for child in poser.WxAuiManager().GetManagedWindow().Children: GetOpenGLCanvasRec(child, l) return l def GetOpenGLCanvasRec(win, l): for child in win.Children: if child.Name in ['PoserGLCanvas', 'PoserPBCanvas']: l.append(child) else: GetOpenGLCanvasRec(child, l) def GetOutputRes(): s=poser.Scene() if poser.Version()=='8.0' and s.RenderDimAutoscale()==2: for win in GetOpenGLCanvas(): if win.IsShown(): return win.GetSize()
return s.OutputRes()

print GetOutputRes()

Thank you. Using wxPython to ask for windowsizes is a good idea. 
I'll publish a version with this code as an extra paket to see if it works for all.




adp001 ( ) posted Fri, 27 August 2010 at 7:18 AM

Quote - I knew I forgot something... This code should work for OpenGL or Sreed... At least I hope that it does ;-)

The code depends only on wxPython. So should be fine from P7 up.




ice-boy ( ) posted Fri, 27 August 2010 at 7:33 AM

can someone please upload the folder with all bagginabill's updates to the camera,material exporter?

because i noticed that on my computer the materails are not transported and converted to lux materials.


Khai-J-Bach ( ) posted Fri, 27 August 2010 at 7:36 AM

yup. soon as we pry the code off him.
he's not released his shader converters yet.



LuckDragon ( ) posted Fri, 27 August 2010 at 7:41 AM

adp: that's what I was under the impression of also.. I didn't think we were trying to show that firefly was a poor engine, I thought we were trying to show the difference you can get using "simple lighting" without going through all of the procedures of setting up everything

ice, you can't look at 1 picture and decide that someone isn't good enough at something.. take a look at some of my other work:  http://luckdragon70.deviantart.com/gallery/


ice-boy ( ) posted Fri, 27 August 2010 at 7:43 AM

Quote - yup. soon as we pry the code off him.
he's not released his shader converters yet.

thanks for the answer. yesterday i rendered Xurge's Flexx suit in Luxrender with glossy materials and it looked fantastic. the problem was that i had to spend 1 hour in blender to set everything up.

i have a feeling that Poser users will make very good Lux renders.


ice-boy ( ) posted Fri, 27 August 2010 at 7:45 AM

Quote -

ice, you can't look at 1 picture and decide that someone isn't good enough at something.. take a look at some of my other work:  http://luckdragon70.deviantart.com/gallery/

woow good renders. sorry


adp001 ( ) posted Fri, 27 August 2010 at 7:49 AM

For me the code to find rendersize works on P7/P8/2010.

wxPython is used with P8/2010. P7 and below use the standard method.

Package updated




Dizzi ( ) posted Fri, 27 August 2010 at 7:51 AM

Quote - > Quote - I knew I forgot something... This code should work for OpenGL or Sreed... At least I hope that it does ;-)

The code depends only on wxPython. So should be fine from P7 up.

The first code I posted did just check the Sreed preview window (I thought Sreed and OpenGL windows would be same size, but that's not true ;-)).
The second code finds the visible window and gets its size. So as long as you don't switch to the render tab, it should report the size of the used viewport. (It would be possible to put some event handlers on the windows to always return the size of the last used viewport, but I'm not sure if that's really necessary...)



adp001 ( ) posted Fri, 27 August 2010 at 7:56 AM

Quote - can someone please upload the folder with all bagginabill's updates to the camera,material exporter?

because i noticed that on my computer the materails are not transported and converted to lux materials.

Bagginsbill did not publish another material exporter yet. It's his "secret code".

I (and probably others) will start working on an open material exporter and an open Lux Material Database (usable with but independently from Poser and usable with all 3D-apps). 




adp001 ( ) posted Fri, 27 August 2010 at 8:01 AM

Quote - adp: that's what I was under the impression of also.. I didn't think we were trying to show that firefly was a poor engine, I thought we were trying to show the difference you can get using "simple lighting" without going through all of the procedures of setting up everything

This is the spirit I love :)

Just showing the differences and the reason why to render something with Lux may last longer at the moment - not blaming on anything.




bagginsbill ( ) posted Fri, 27 August 2010 at 8:20 AM · edited Fri, 27 August 2010 at 8:21 AM

Quote - > Quote - can someone please upload the folder with all bagginabill's updates to the camera,material exporter?

because i noticed that on my computer the materails are not transported and converted to lux materials.

Bagginsbill did not publish another material exporter yet. It's his "secret code".

I (and probably others) will start working on an open material exporter and an open Lux Material Database (usable with but independently from Poser and usable with all 3D-apps). 

It isn't secret and is nearly the same as before. I am working on the light exporters. The spotlight falloff, and the use of IBL. As well as some plumbing.

I will work on the materials, but not until I'm ready. We did a hurry up last two weeks and you have something you can use. Now I'm assembling something we can maintain which is very different.

If I fuck with the materials before I understand how the lights are going to be set up, then I'm wasting my time. So lights come first.

Don't cry - imagine you were a DS user - they have NOTHING.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


LaurieA ( ) posted Fri, 27 August 2010 at 8:29 AM

Quote - > Quote - > Quote - can someone please upload the folder with all bagginabill's updates to the camera,material exporter?

because i noticed that on my computer the materails are not transported and converted to lux materials.

Bagginsbill did not publish another material exporter yet. It's his "secret code".

I (and probably others) will start working on an open material exporter and an open Lux Material Database (usable with but independently from Poser and usable with all 3D-apps). 

It isn't secret and is nearly the same as before. I am working on the light exporters. The spotlight falloff, and the use of IBL. As well as some plumbing.

I will work on the materials, but not until I'm ready. We did a hurry up last two weeks and you have something you can use. Now I'm assembling something we can maintain which is very different.

If I fuck with the materials before I understand how the lights are going to be set up, then I'm wasting my time. So lights come first.

Don't cry - imagine you were a DS user - they have NOTHING.

Agreed...lol.

Laurie



adp001 ( ) posted Fri, 27 August 2010 at 10:02 AM · edited Fri, 27 August 2010 at 10:03 AM

Quote - > Quote - > Quote - can someone please upload the folder with all bagginabill's updates to the camera,material exporter?

because i noticed that on my computer the materails are not transported and converted to lux materials.

Bagginsbill did not publish another material exporter yet. It's his "secret code".

I (and probably others) will start working on an open material exporter and an open Lux Material Database (usable with but independently from Poser and usable with all 3D-apps). 

It isn't secret and is nearly the same as before. I am working on the light exporters. The spotlight falloff, and the use of IBL. As well as some plumbing.

I will work on the materials, but not until I'm ready. We did a hurry up last two weeks and you have something you can use. Now I'm assembling something we can maintain which is very different.

If I fuck with the materials before I understand how the lights are going to be set up, then I'm wasting my time. So lights come first.

Don't cry - imagine you were a DS user - they have NOTHING.

Bagginsbill,

I wouldn't flame or something like that. I would only say the images you showed here are made with you CODE IN WORK (secret code wasn't the right wording).

Yes, the lighting is most important. Materials depend on light.

What I mentioned about another material exporter means another type, based on XML and XSLT. Not the technical part how materials from Poser are best converted to Lux materials. For this a very deep knowledge how Poser materials work is required. And you are probably the only one with a deep understanding of this part.




bagginsbill ( ) posted Fri, 27 August 2010 at 10:14 AM

adp - OK but all the renders you see me doing are with new lights, not new materials. I have not changed the material export at all, except for the ability to do a simple glass or an area light. And my point about lighting is that a material pretending to be an area light is a light. So I'm working on lighting, even if it the implementation involves touching the materials.

I have not in any way improved or changed the material converter with regard to glossy or matte materials. You have what I have.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


adp001 ( ) posted Fri, 27 August 2010 at 10:15 AM

A note about updates of the alpha package.

The zip file contains anything to start for the first time (but Lux itself and Adobe AIR, needed by teh GUI if you don't have it installed already).

That means: If you update, you should copy folder AIR from your last (existing) folder to the new package-folder. If you use the same install path as before rename your old AIR folder first to be sure it is not overwritten.

Overwriting the AIR folder means your GUI-setup will be overwritten.

Best use is to install each new alpha package in his own folder.




bagginsbill ( ) posted Fri, 27 August 2010 at 10:19 AM

Quote - What I mentioned about another material exporter means another type, based on XML and XSLT. Not the technical part how materials from Poser are best converted to Lux materials

Let's discuss. Please start a new thread, about LuxPose material system. I'm tired of seeing this thread titled "Reality". This is LuxPose. Plus it is too long - cannot find things.

I'd like new topic-oriented threads for this phase where we are not sure of features yet. I'd like to separate these by export category just as the GUI is.  I'd also like to see a Wiki page here, wish list for each category.

LuxposeDev - Materials
LuxposeDev - Lights
LuxposeDev - Geometry
LuxposeDev - Camera
LuxposeDev - Render


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


LaurieA ( ) posted Fri, 27 August 2010 at 10:26 AM
adp001 ( ) posted Fri, 27 August 2010 at 10:26 AM

Quote -
I have not in any way improved or changed the material converter with regard to glossy or matte materials. You have what I have.

:)

Nice it is clear now nobody has to cry and think I would hold back anything :) :)

I didn't analyse your pictures deeply. For me I do modify materials by hand at the moment to play with reflection and transparent materials. It's really fun :) Once one is familar with how it works it's not harder than to fiddle with the material room in Poser (at least for some of us).

Anyway, at this point what we have is good enough to get a picture of what will become possible with Poser/Lux and to become curious what comes next.




adp001 ( ) posted Fri, 27 August 2010 at 10:32 AM

Quote - Will this do? https://sites.google.com/site/luxposedevelopment/

Nice - a good start.

Maybe it would be better to close this thread if the GUI is ready and LuxPose goes from Alpha to Beta.




LaurieA ( ) posted Fri, 27 August 2010 at 10:36 AM

I take it you fellas would like anyone to be able to modify it? Well, at least the wishlist page...lol.

Laurie



LaurieA ( ) posted Fri, 27 August 2010 at 10:37 AM

Quote - > Quote - Will this do? https://sites.google.com/site/luxposedevelopment/

Nice - a good start.

Maybe it would be better to close this thread if the GUI is ready and LuxPose goes from Alpha to Beta.

Actually, I kind of agree with BB in that this thread really isn't about the Reality plugin anymore,but LuxPose ;o).

Laurie



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