LaurieA opened this issue on Aug 27, 2010 · 379 posts
adp001 posted Mon, 30 August 2010 at 3:04 PM
Quote - OK, well I guess I've learned some things today. Too bad the character's skin colors didn't come through, though. His boots and belt, and some of the background colors did get rendered.
Don't give up :)
We will find out what the reason is. Good for you, because you may learn something more. Good for us, because we can find out the points where Poser starters have trouble.
Perhaps a few words about the things behind the scene.
Poser has basically thre different methods to texture a material. The classic way where simply an image is assinged to the figure, a "procedural" way where the texture is computed (noise for example, or other things called "shader"), and third a combination of the two.
Poser has a very extended system to define materials. Even compared to the 3D-flagships. A Poser material can have just one "node" with a texture or a combination of nodes (including one or more textures) to get a special effect. These combinations can be very complicated. This nodeset are often used to compensate Posers shortcommings (illumination). Exactly this is the problem if materials must be exported to Lux. Lux deals nearly perfect with lights (and effects generated from light) so all this nodes used to "fake" lighteffects are mostly obsolete - if not annoying.
At the current stage the exporter deals just with the simpler materials. One reason is: we have to understand Lux's lightsystem exactly to decide how to get a resonable result while converting materials. Not at least this is the reason all users are invited to try out and to tell about the experiences they made. Even if this exporter is far from very useful yet.
The target is to convert as mutch of a material set as needed to get a good result in Lux.