Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)
(Let me know if you guys want me to stop talking about hair. I'm just putting it here as general information for whenever someone wants to look at it - but I don't want it to needlessly clutter up the thread, so if there's a better time, I'll collect my info in silence, for now. )
There's really no documentation on hair. There's only one forum topic I've found so far addressing it specifically, and it's heavily Blender-biased: http://www.luxrender.net/forum/viewtopic.php?f=15&t=3864
So I'm growing hair on primitives in Blender, trying to find the right strand thickness to where it will most resemble Poser's default. Blender's default seems to be a bit finer. At least the forum topic answered one of my questions: the hair will accept the standard materials. Right now all I'm getting is dark hair, but I think that's because the strands are too thin to see the color correctly. And so I fiddle.
One more thing: the object that the hair is being grown on, does not show up in the render. That could be a problem, for fur, or anything where the hair is growing directly on the figure, rather than a skullcap or the like. :
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currently using Poser Pro 2014, Win 10
Quote - i meant more like news about the process of creating LuxPose and if there are any new problems or if someone found sometinhg new?
thanks
Nothing new except an intermediate solution for environment light (kind of IBL + skyglobe) and the ability to group lights into groups (any lightintensity -or group of light- can be adjusted without stopping the render process).
Next thing coming is converting Posers dynamic hair. "Mesh-Master" odf means he could do this :)
In between something not so spectacular has to be done: Scaling and rotating Poser elements (figures and props) so that they can be combined in Lux with elements from other 3D-Apps.
Material conversion depends on BB. Nothing new at the moment here.
The existing exporter framework (the part you start to export from Poser to Lux) will become obsolete (hopefully) soon. If anything goes as planed we will become something able to update Lux directly from within Poser in realtime - at the end. Without intermediate files.
I have to look into the actual package wether light-grouping is already there or not. If not, I'll update the package this night (german time). Means: In a few hours.
Quote - > Quote - Laurie,
does environmental lighting (or IBL) now work for you?
Sort of ;o). I still get lousy backgrounds, even if I use the hi-res. It's almost like they're being scaled up or something or are the wrong scale somehow. Haven't figured it out yet ;o).
Laurie
Do you know that you best use a very low focal length (try 20)? It's like using a real camera. If you stand in a room and you look at a picture on the wall using a camera with a tele (high focal length), you probably will see the pixels in this picture. If you zoom out you can see the whole wall. Zoom out more and you may see a big part of the room. No more pixels anymore :)
Does scale have anything to do with some of the artifacts in some renders? With Poser as small as it is, I know that up scaling Poser content works/looks better in other apps.
I still have not had time to test PoserLux as I have to finish this payed project I'm working on. So forgive me if this has already been addressed somewhere and I have missed it. I have been trying to follow these threads as time allows.
Quote - Does scale have anything to do with some of the artifacts in some renders? With Poser as small as it is, I know that up scaling Poser content works/looks better in other apps.
Commonly not. Artifacts may be a result of jpeg compression. Or just a bad render setup.
Raise "Pixel Samples" (6), "Post Filter Size" (4) and "Post Filter Type" (sync) to avoid render-artifacts.
Specular Color: dark red
Specular Value: 0,3
Highlight Size: 0,15
Not even a bumpmap yet (will try the Lux-Blender noise material "build-in" in Lux) for the next tests).
Lighting: 1500% scaled pointlight in front, 500% scaled pointlight far away behind and a spot from the right side. All lights together count up to round about 150%. Background needs more intensity, the big light in front needs only a relative low value.
I used the rendertime (15 minutes) to finetune colors, light intensity for each light and Lux-filters.
Anybody should be able to get the same renderquality with LuxPose. The parameters for highlights depends on the light setup and has to be corrected for each image (at least for now). But this is only a matter of experience.
I wished we could easilly use "mattetranslucent".
Is it possible to get a cel shaded look in lux with toon lines?
Love esther
I aim to update it about once a month. Oh, and it's free!
well vue is for realistic too but if you put an angle of incidence shader you can get nice looking toons - trouble is you have to toon each bit of material individually which makes it non viable.
I just wondered if it was possible in lux.
Love esther
I aim to update it about once a month. Oh, and it's free!
okay, but if someone finds a shader that does it in a couple of clicks, it would be nice.
Love esther
I aim to update it about once a month. Oh, and it's free!
Don't hold your breath (although - having said that, someone probably will)
It's not what Lux is really designed to do, would be a lot faster to do it in Poser. Vue doesn't do "realism" in the same way Lux does either
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yes, but I would never be able to make a poser exporter.
Love esther
I aim to update it about once a month. Oh, and it's free!
Quote - yes, but I would never be able to make a poser exporter.
Love esther
Well, once we've got this one working, it should be much less work to target the next renderer. A lot of effort - possibly most of it - goes into things that will be reusable, such as getting data out of Poser and preprocessing it, writing a framework for the GUI, etc.
-- I'm not mad at you, just Westphalian.
wow, it would be good if poser could be exported to a cartoon renderer. I think a lot of people would like that.
Love esther
I aim to update it about once a month. Oh, and it's free!
I do hate to be a bother.
I cannot install the LuxPose.air file. I get this error:
The application could not be installed. Try installing it again. If the problem persists, contact the application author.
Error: #0
I clearing out everything and starting all over with the latest build 15d.
Anything I need to clear out before reinstalling?
"Few are agreeable in conversation, because each thinks more of what he intends to say than that of what others are saying, and listens no more when he himself has a chance to speak." - Francois de la Rochefoucauld
Intel Core i7 920, 24GB RAM, GeForce GTX 1050 4GB video, 6TB HDD
space
Poser 12: Inches (Poser(PC) user since 1 and the floppies/manual to prove it!)
Quote - wow, it would be good if poser could be exported to a cartoon renderer. I think a lot of people would like that.
Love esther
Yeah, it's called Anime Studio 7. You can buy it at CP or SM. Half price right now if you use the coupon. I use the Pro version which does it. Don't know if standard version does. You will have to check .
Thanks for the scale answers.
so in anime studio you export poser and AS toonifies your pz3 but with your original textures still there?
I aim to update it about once a month. Oh, and it's free!
Quote - cough could we move discussions about anime studio to a new thread and keep this for Luxpose development please?
Sorry, I though giving an answer would stop the questioning and wishing of toon rendering with a render that does not and is not made for it.
This is why I rarely show how or tell anyone anything anymore.
Quote - > Quote - cough could we move discussions about anime studio to a new thread and keep this for Luxpose development please?
Sorry, I though giving an answer would stop the questioning and wishing of toon rendering with a render that does not and is not made for it.
This is why I rarely show how or tell anyone anything anymore.
Drift happens ;o).
Laurie
A couple more little tidbits... This is the thread they were using when they were first talking about implementing hair: www.luxrender.net/forum/viewtopic.php There's some things in there that they didn't end up using, so I'm not sure how useful that thread is, but it may still be worth a look.
And just for the heck of it, I modified and exported the sample Blender file from the first thread. It's a rather large file, just for a hairball (the .lxs is 17 MB)... but maybe you dev-types will find it useful.
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currently using Poser Pro 2014, Win 10
A couple more little tidbits... This is the thread they were using when they were first talking about implementing hair: www.luxrender.net/forum/viewtopic.php There's some things in there that they didn't end up using, so I'm not sure how useful that thread is, but it may still be worth a look.
And just for the heck of it, I modified and exported the sample Blender file from the first thread. It's a rather large file, just for a hairball (the .lxs is 17 MB)... but maybe you dev-types will find it useful.
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currently using Poser Pro 2014, Win 10
DisneyFan: Thanks for the link! That was useful reading, and pretty close to what I had worked out for myself and discussed with Dizzi. I don't need to see any files exported from LuxBlend. It's enough to know that they use cylinders and spheres for hairs.
Now I need to decide if I want to duplicate their hack for a quick intermediate solution, or go straight to a polygon-based version (and maybe nurbs in the future). I think I prefer the latter, even though it could end up a tad slow. I might not match their 40000 hairs per minute that way, but maybe I can achieve 10000.
I hope someone will remember the idea of adding a hair primitive to Luxrender that was mentioned in that thread.
-- I'm not mad at you, just Westphalian.
Saying LuxRender can't do toon renders is like saying Python isn't up to the challenge of exporting to LuxRender because right now no-one actually knows if it can or can't do toon renders, I agree it's not designed for it but then a lot of the things we've gotten used to doing over the years, Poser was never originally designed to do.
Windows 7 64Bit
Poser Pro 2010 SR1
Yes, someone here show us a Lux toon render. Drumroll please...
www.youtube.com/user/ShawnDriscollCG
this is not saying like Luxrender can not do subsurface scattering. it can do when they will add SSS to Luxrender. but with toon renders its different. they will not add toon options because this is not what Lux is about.
i think this is the perfect time to insult because i think there is no other way to get this out.
why would you use a physical correct render to cheat reality when a rey(Poser) render does it 100 times faster?
use both sides of your brain. it would be a waste of time to add toon options when Poser already does toon rendering. again use both sides of your brain.
Quote - use both sides of your brain. it would be a waste of time to add toon options when Poser already does toon rendering. again use both sides of your brain.
Are you saying that you actually use both sides of your brain for this? Or are you using your entire brain? Either way is kind of over-kill for the task.
www.youtube.com/user/ShawnDriscollCG
I'm not mad. But you might want to try modeling some women for your gallery.
www.youtube.com/user/ShawnDriscollCG
Quote - > Quote - cough could we move discussions about anime studio to a new thread and keep this for Luxpose development please?
Sorry, I though giving an answer would stop the questioning and wishing of toon rendering with a render that does not and is not made for it.
This is why I rarely show how or tell anyone anything anymore.
no no nOOOOO
look some pointed out it was getting hard for the Devs to keep track in this thread of what they are doing.
hence me asking to take the discussion about other software out of the thread.
I wasn't picking on anyone! hits head on desk repeatedly
Quote - why would you use a physical correct render to cheat reality when a rey(Poser) render does it 100 times faster?
Because I'm an idiot.:tt2:
Quote - use both sides of your brain. it would be a waste of time to add toon options when Poser already does toon rendering. again use both sides of your brain.
Why would it be a waste of time to be able to have toon at the same time as realism in the same render without having to composite?
Windows 7 64Bit
Poser Pro 2010 SR1
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What should I say - It's something mysterious.
If I restart Poser and load the glass from the original OBJ file, and export it, I get this in the exported file:
...
2.88000011444 -0.0010000000475 -3.20000004768
3.20000004768 -0.0010000000475 -3.20000004768
]
"normal N" [
0.0 1.0 0.0
0.0 1.0 0.0
0.0 1.0 0.0
0.0 1.0 0.0
0.0 1.0 0.0
0.0 1.0 0.0
0.0 1.0 0.0
0.0 1.0 0.0
0.0 1.0 0.0
0.0 1.0 0.0
0.0 1.0 0.0
0.0 1.0 0.0
0.0 1.0 0.0
....
(all normals are equal)
If I use the PZ3 I'd published the normals are ok after export.
Really - I checked it again and again. And I swear: I don't want anybody going crazy :)