Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 14 9:14 am)
You name the lights in Poser for instance to "G1: light" , "G2:light" etc and you can have more than one light in a group. The IBL picture has to be an "filename.exr", but Photoshop allows you to save hdr files as exr.
You can make the changes even during rendering in LUX - this is really fun. I am moving on to car rendering now. Here I just wanted to see if its possible to render a more complex scene. What I learned was that the more bright and non white colors you have - the faster the rendering is. You can also find such hints in the LUX documentation which is really useful.
What I also want to try now is creating HDRIs, it should be possible, because you can render at different Fstops with a given value of ISO.
Thanx to all the people who have put their efforts into this. I wondered what LUX actually does or can do - because when I look at pictures with the reality sticker on it on the other side, they actually don't convince me at all, most of them are as badly rendered as in 3Delight.
Quote - you need to name them in Poser. then in luxrender you can change them.
This has worked for me:
GRP1: Light1 could be 2, 3 4 etc etc....
GRP2: Light1 could be 2, 3 4 etc etc....
GRP3: Light1 could be 2, 3 4 etc etc....
And so on and so forth
"That government is
best which governs the least, because its people discipline
themselves."
Thomas Jefferson
Quote - procrustes wrote
Thanx to all the people who have put their efforts into this. I wondered what LUX actually does or can do - because when I look at pictures with the reality sticker on it on the other side, they actually don't convince me at all, most of them are as badly rendered as in 3Delight.
I think that is because some of those folks are converting their DAZ shaders, too, and/or using bad textures. I am thinking pure good textures and possibly Lux based materials are the better way to go, even for Poser.
Kevin
The skin texture I used is Hanyma -from AerySoul - its very light and just plain plugged in. Probably skin textures should have realistic skin colors and should not be trimmed for other renders. Another thing that puzzles me in those renders is that most of them are too dark. Probably nobody uses the controls in LUX and sees the possibilities there.
Something ya'll may not know and I'm not sure if it's been mentioned before or if it's even come up yet:
A friend and I found out something about tiling textures from Poser and how Luxrender interprets them. Poser divides a map in order to tile it. Luxrender multiplies it. So, in Luxrender - from a direct export from Poser where the tiling is 10x10 - you'd get "float vscale" [-0.10000000] and "float uscale" [0.1000000]. If you leave it like this, you'll get a white texture in Luxrender. If, however, you change that to "float vscale" [-10.0] and "float uscale" [10.0] you'll get your proper tiling.
Some examples:
If your tiling from Poser is listed as .05, change it to 20.0
If your tiling from Poser is listed as .2, change it to 5.0
If your tiling from Poser is listed as .5, change it to 2.0
and so on ;o).
Laurie
Quote - How do you rename lights in Poser 8 ?
whenever I try to rename a light in the Hierarchy editor I get a message stating :
"This character combination is not allowed as an object name"any ideas?
thanks sen
It depends on the name you are trying to give the light something like %^$£^ probably wont work.
Quote - something like %^$£^ probably wont work.
Well, it happens I had a Poser Pro 2010 running and I tried copy/pasting "%^$£^" as a light name - It works just fine!
Poser doesn't seem to make any sanity checks for input, so if you need a buffer overflow to make root, Poser seems to be your app of choice... :-D
And before we go OT, here is something for people needing the procedural Lux cloud material (in my case to make water for a huge pool, using a texture was not an option). It works like Poser's, with some additional options:
First declare the material:
Texture "Material::bumpmap" "float"
"blender_clouds"<br></br>
"string type" ["default"]<br></br>
"string noisetype"
["soft_noise"]<br></br>
"float noisesize" [0.250000]<br></br>
"integer noisedepth" [2]<br></br>
"string noisebasis"
["blender_original"]<br></br>
"float bright" [1.000000]<br></br>
"float contrast" [1.000000]<br></br>
"vector scale" [1.000000 1.000000
1.000000]<br></br>
"vector rotate" [0 0 0]<br></br>
"vector translate" [0 0 0] "float
tex1" [0.0] "float tex2" [1.0]
(Noisetype comes in soft_ and hard_noise, noisesize is AFAIK the same as scale in Poser, bright and contrast are obvious (think Poser), the vectors are used to modulate the cloud type and scaling.)
Once you've done this, add to your material the line:
"texture bumpmap"
["Material::bumpmap"]
To give you an example of how it looks like, for my pool water (caveat - it looks like crap, don't use like that, I'm still experimenting), it is:
Texture "Material::bumpmap" "float"
"blender_clouds"<br></br>
"string type" ["default"]<br></br>
"string noisetype"
["soft_noise"]<br></br>
"float noisesize" [0.250000]<br></br>
"integer noisedepth" [2]<br></br>
"string noisebasis"
["blender_original"]<br></br>
"float bright" [1.000000]<br></br>
"float contrast" [1.000000]<br></br>
"vector scale" [1.000000 1.000000
1.000000]<br></br>
"vector rotate" [0 0 0]<br></br>
"vector translate" [0 0 0] "float
tex1" [0.0] "float tex2" [1.0]<br></br><br></br>
MakeNamedMaterial "MyPool/Water" "string type"
["glass"]<br></br>
"bool architectural" ["false"]
"texture bumpmap" ["Material::bumpmap"]<br></br>
"color Kr" [1.000000 1.000000 1.000000]<br></br>
"color Kt" [0.73725492 0.90588236 1.000000]<br></br>
"float index" [1.33]
For the glass material "no architectural" means it uses IoR (slower but better), Kr is the reflectivity of the surface, Kt the transmitted light, and the float index is the IoR (water in this case).
Note there is also a glass2 material, which is a volume glass; But it is pretty tricky to use, for you need to declare the inside and outside IoR on each interface, not only the surface... For instance, in a simple glass of water, you'd have one interface water-air on top, and one interface water-glass all around, and on the bottom... So if you just need to place a "water plane", use the simple glass.
Quote - > Quote - How do you rename lights in Poser 8 ?
Like in older Posers too: Select the light, and in the properties tab of the properties window, click on the name and change it.
Thanks :)
How did i miss that lol .
there must be a bug in the Hierarchy editor because once you change the name in the properties tab and goto the hierarchy editor and click to edit the new name it puts you into a infinite cycle of errors lol
but happy the properties panel works :) so i will just stay away from the Hierarchy editor with lights .
Quote - > Quote - something like %^$£^ probably wont work.
Well, it happens I had a Poser Pro 2010 running and I tried copy/pasting "%^$£^" as a light name - It works just fine!
Poser doesn't seem to make any sanity checks for input, so if you need a buffer overflow to make root, Poser seems to be your app of choice... :-D
In older versions of poser certain characters couldn`t be used.
Content Advisory! This message contains nudity
"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate
Weapons of choice:
Poser Pro 2012, SR2, Paintshop Pro 8
No post work on it, just posted it as is. I have no idea what that dark circular line is on the floor.
"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate
Weapons of choice:
Poser Pro 2012, SR2, Paintshop Pro 8
1 - Spot
1- Infin
HDRI image
1- Point @ scale 1 (tried to use on the interior of the headlight)
2 Poser Primitive cubes
JeromeA - Jet Bike and Alarms
BB's - LuxBall
TIDBIT: I stumbled across a neat thing while making this render, You can actually "ZOOM" in and out on the render while it is in progress, using the scroll wheel while the pointer is on the image window. Pretty neat!
that ghosting around the figure is from using noise reduction in lux. & the big circle may be from the point light if that's what you used. laurie had that happen too.
i've started putting a large untextured plane just behind my camera & it seems to clear up the graininess faster, at least with sun & sunsky; maybe it focuses the rays better or something, or gives them something to bounce off of? still experimenting, so it may be a fluke.
& thank you rty for the water mat; i'll be trying that next.
lost in the wilderness
Poser 13, Poser11, Win7Pro 64, now with 24GB ram
ooh! i guess i can add my new render(only) machine! Win11, I7, RTX 3060 12GB
Yes, I had a single point light on export. I do not know how to do the sun & sunsky thing. I'll try the idea of a plane behind the camera.
"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate
Weapons of choice:
Poser Pro 2012, SR2, Paintshop Pro 8
Quote - > Quote - I believe it was stated earlier that poser6 Will NOT be supported
Um, I believe they are trying to support Poser 6 ;o).
Laurie
Hmm I though I saw a post by "adp" stating he/she was "not going back that far"
must have misread it then.
Cheers
Quote - I got brave and gave it a go. After 3 hours I decided this was finished enough. I have no clue what's up with the hair. It looks like some textures didn't export correctly.
Could it be your hair uses a Blinn node with a texture plugged in?
Since LuxPose recognizes and exports Blinn nodes, but doesn't plug anything into them, you get an unadulterated, almost metallic highlight.
(I think the best/safer solution for now (till advanced material translation is added) is to fall back to P4 times materials (edit all your materials before export, get rid of all advanced stuff), and to do the advanced magic by hand, editing the .lxm files. It's a pain, but it's easier than it looks like.)
You can get rid of the light ring on the floor by changing your filter (render settings) to gaussian, it's a Mitchell filter overreaction.
Running into this error when attempting to run the PoserLuxExporter python. Any help would be appreciated.
Compiling C:UsersPublicDocumentsPoser 8 ContentRuntimePythonposerScriptsscriptsMenuLuxPoseluxmaticnodes.pyc
Compiling C:UsersPublicDocumentsPoser 8 ContentRuntimePythonposerScriptsscriptsMenuLuxPoseluxmaticnodes.pyc
Loading pydough.geometry_export
Loading pydough.geometry
Loading pydough.from_poser
Loading pydough.to_lux
Loading pydough.geometry
Loading pydough.from_poser
Loading pydough.to_lux
Loading pydough.geometry_export
Loading pydough.geometry
Loading pydough.from_poser
Loading pydough.to_lux
Compiling C:UsersPublicDocumentsPoser 8 ContentRuntimePythonposerScriptsscriptsMenuLuxPoseluxmaticnodes.pyc
Loading pydough.geometry_export
Loading pydough.geometry
Loading pydough.from_poser
Loading pydough.to_lux
Compiling C:UsersPublicDocumentsPoser 8 ContentRuntimePythonposerScriptsscriptsMenuLuxPoseluxmaticnodes.pyc
LuxPose Version alpha 1.22, exporting files to C:UsersPublicDocumentsPoser 8 ContentRuntimePythonposerScriptsscriptsMenuLuxPosetoLux3test2.lxs
Using sampler metropolis
Using integrator bidirectional
Using accelerator kdtree
Traceback (most recent call last):
File "C:UsersPublicDocumentsPoser 8 ContentRuntimePythonposerScriptsscriptsMenuLuxPosePoserLuxExporter.py", line 222, in ?
ExportScene(scene, globalParameters).write(f)
File "C:UsersPublicDocumentsPoser 8 ContentRuntimePythonposerScriptsscriptsMenuLuxPoseworkersPoserLuxExporter_workers.py", line 465, in write
ExportLight(light, self.globalParameters).write(f)
File "C:UsersPublicDocumentsPoser 8 ContentRuntimePythonposerScriptsscriptsMenuLuxPoseworkersPoserLuxExporter_workers.py", line 303, in write
self.convert2Lux()
File "C:UsersPublicDocumentsPoser 8 ContentRuntimePythonposerScriptsscriptsMenuLuxPoseworkersPoserLuxExporter_workers.py", line 278, in convert2Lux
gain *= .00005 / 8
UnboundLocalError: local variable 'gain' referenced before assignment
I'm getting this...
Traceback (most recent call last):
File "C:Program FilesSmith MicroPoser Pro 2010RuntimePythonposerscriptsPoserLuxExporter_alpha_1-22PoserLuxExporter.py", line 135, in ?
poserpath=film.get("poserpath", "").strip().strip().replace('"',"")
TypeError: 'NoneType' object is not callable
Not sure what it means, but it's broken.
Windows 7 64Bit
Poser Pro 2010 SR1
Ok that's fixed in v1.22a & it's working but there's another error at the end of the run...
Traceback (most recent call last):
File "C:Program FilesSmith MicroPoser Pro 2010RuntimePythonposerscriptsPoserLuxExporter_alpha_1-22aPoserLuxExporter.py", line 231, in ?
mat.cleanup()
AttributeError: 'module' object has no attribute 'cleanup'
Windows 7 64Bit
Poser Pro 2010 SR1
I'm getting the same as Lucifer with v1.22a...
Traceback (most recent call last):
File "D:Program FilesSmith MicroPoser Pro 2010RuntimePythonposerscriptsPoserLuxExporter.py", line 231, in ?
mat.cleanup()
AttributeError: 'module' object has no attribute 'cleanup'
Been following this since v1.13 or so and totally enjoying this thread btw!!! :)
Gerard
The GR00VY GH0ULIE!
You are pure, you are snow
We are the useless sluts that they mould
Rock n roll is our epiphany
Culture, alienation, boredom and despair
I was getting the same as stewman. Tried deleting all lights and now get this -
Loading pydough.geometry_export
Loading pydough.poser_extractor
Loading pydough.geometry
LuxPose Version alpha 1.22, exporting files to C:Program FilesSmith MicroPoser 8RuntimePythonposerScriptsPoserLuxExportertoLux3test2.lxs
Using sampler metropolis
Using integrator bidirectional
Using accelerator kdtree
GEOMETRY EXPORT
Traceback (most recent call last):
File "C:Program FilesSmith MicroPoser 8RuntimePythonposerScriptsPoserLuxExporterPoserLuxExporter.py", line 222, in ?
ExportScene(scene, globalParameters).write(f)
File "C:Program FilesSmith MicroPoser 8RuntimePythonposerScriptsPoserLuxExporterworkersPoserLuxExporter_workers.py", line 478, in write
ExportFigure(fig, self.globalParameters).write(outfile)
File "C:Program FilesSmith MicroPoser 8RuntimePythonposerScriptsPoserLuxExporterworkersPoserLuxExporter_workers.py", line 158, in write
params).write(file)
TypeError: init() takes at most 4 arguments (5 given)
Something broke.
Poser Pro 11, DAZ Studio 4.9
Quote - I am pretty sure this was brought up before, but I am think it was in relation to Lux "built-in" geometry.... I was searching back through the multiple threads and cannot seem to locate it.
Is there a "material setting" that makes a "prop" light emitting?
There is a special material 'light' which does that, I haven't used it myself yet, but I found this on the wiki page on materials, http://www.luxrender.net/wiki/index.php?title=LuxRender_Materials#Special_materials_.28not_mixable.29
I'm pretty sure it was BagginsBill who did a few tests with it and posted some renders demonstrating the effect.
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
Quote - > Quote - I got brave and gave it a go. After 3 hours I decided this was finished enough. I have no clue what's up with the hair. It looks like some textures didn't export correctly.
Could it be your hair uses a Blinn node with a texture plugged in?
Since LuxPose recognizes and exports Blinn nodes, but doesn't plug anything into them, you get an unadulterated, almost metallic highlight.(I think the best/safer solution for now (till advanced material translation is added) is to fall back to P4 times materials (edit all your materials before export, get rid of all advanced stuff), and to do the advanced magic by hand, editing the .lxm files. It's a pain, but it's easier than it looks like.)
You can get rid of the light ring on the floor by changing your filter (render settings) to gaussian, it's a Mitchell filter overreaction.
You know, I'll have to check the hair settings again to see if blinn is on the hair. I did realize I had to go back to P4 style texture set up on my V4 girl but I may not have bothered with the hair or her sandles. Mitchel filter? Are you talking in Luxrender or in Poser before export?
"A lonely climber walks a tightrope to where dreams are born and never die!" - Billy Thorpe, song: Edge of Madness, album: East of Eden's Gate
Weapons of choice:
Poser Pro 2012, SR2, Paintshop Pro 8
Quote - Ok that's fixed in v1.22a & it's working but there's another error at the end of the run...
Traceback (most recent call last):
File "C:Program FilesSmith MicroPoser Pro 2010RuntimePythonposerscriptsPoserLuxExporter_alpha_1-22aPoserLuxExporter.py", line 231, in ?
mat.cleanup()
AttributeError: 'module' object has no attribute 'cleanup'
Sorry, can't verify this error with V22a.
Did you extract all files contained in the package and overwrite the old?
I unzipped into an empty folder and started from there without errors.
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Content Advisory! This message contains nudity