Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 10 1:16 pm)
Well, from the materials database, there are at least 2 types of leather materials, but I'm looking into converting them for 0.7 materials. Here's one that might work:
# Material 'rough_leather'<br></br>
Texture
"
rough_leather
::Kd::amount"
"float" "blender_clouds"
"string type" ["default"]
"string noisetype"
["soft_noise"]
"float noisesize" [0.100000]
"integer noisedepth" [6]
"string noisebasis"
["improved_perlin"]
"float bright" [1.000000]
"float contrast" [2.000000]
"vector scale" [0.050000 0.050000
0.050000]
"vector rotate" [0 0 0]
"vector translate" [0 0 0]Texture
"Dress_Trim::Kd" "color" "mix"
"texture amount"
["
rough_leather
::Kd::amount"]
"color tex1" [0.090444 0.038903 0.038903] "color
tex2" [0.013517 0.000159 0.000159]
Texture
"
rough_leather
::bumpmap"
"float" "blender_clouds"
"string type" ["default"]
"string noisetype"
["hard_noise"]
"float noisesize" [0.050000]
"integer noisedepth" [6]
"string noisebasis"
["voronoi_crackle"]
"float bright" [1.000000]
"float contrast" [1.000000]
"vector scale" [0.050000 0.050000
0.050000]
"vector rotate" [0 0 0]
"vector translate" [-0.000000 -0.000000
-0.000000] "float tex1" [0.0] "float tex2"
[1.0]
Texture
"
rough_leather
::bumpmap.scale"
"float" "scale" "texture tex1"
["
rough_leather
::bumpmap"]
"float tex2" [0.0010000000475]
MakeNamedMaterial
"
rough_leather
"
"string type" ["glossy_lossy"]
"texture Kd"
["
rough_leather
::Kd"]
"color Ks" [0.028991 0.028991 0.028991]
"float index" [0.0] "float uroughness"
[0.033333] "float vroughness" [0.033333] "texture
bumpmap"
["
rough_leather``::bumpmap.scale"]<br></br>
You may need to play with the bump map and color settings a bit, but I think that should work for detailed renders. Also, the glossy exponent is set a little high, not to mention it's on glossy_lossy for this material, so some additional adjustments will be needed.
I'm going to test that, but I'm not sure how to edit the file with what you have there. I exported a simple scene and I want to test the material on the Poser sphere. In a text editor, it looks like this:
#-----> BallUV3_1/Preview <-----
MakeNamedMaterial "BallUV3_1/Preview" "string type" ["glossy"]
"color Kd" [0.576470414797 0.576470414797 0.576470414797]
"color Ks" [0.0 0.0 0.0]
"float uroughness" [0.258086156304]
"float vroughness" [0.258086156304]
So how do I put the above onto the ball? I'm sorry, it's not clear to me.
"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
Try taking that whole piece of code and put it in the .lxm file just above your #-----> BallUV3_1/Preview <-----
Then replace "rough_leather" in MakeNamedMaterial
"
rough_leather``"
with "BallUV3_1/Preview"
and remove the old Ball material section,
MakeNamedMaterial "BallUV3_1/Preview" "string type" ["glossy"]
"color Kd" [0.576470414797 0.576470414797 0.576470414797]
"color Ks" [0.0 0.0 0.0]
"float uroughness" [0.258086156304]
"float vroughness" [0.258086156304]
That should make your ball use the new "rough_leather" material.
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
I get this line in the Lux log:
[2010-09-20 18:47:52 Error: 41] Couldn't find color texture named 'rough_leather::Kd'
"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
Guessing that the 2nd line from the top is incorrect, Texture "``rough_leather
::Kd::amount"
"float" "blender_clouds"
it might need to lose the ::amount, just guessing though.
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
I got Laurie's green gel to go through to Lux and I'm rendering that right now. My mind doesn't seem to grasp some of this. (but I am somewhat distracted right now. I've had a relative living with me until she buys a place. The place is bought so now getting ready to move her stuff out and to the new place.)
"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
# Material 'rough_leather'<br></br>
Texture "rough_leather::Kd::amount" "float"
"blender_clouds"<br></br>
"string type" ["default"]<br></br>
"string noisetype"
["soft_noise"]<br></br>
"float noisesize" [0.100000]<br></br>
"integer noisedepth" [6]<br></br>
"string noisebasis"
["improved_perlin"]<br></br>
"float bright" [1.000000]<br></br>
"float contrast" [2.000000]<br></br>
"vector scale" [0.050000 0.050000
0.050000]<br></br>
"vector rotate" [0 0 0]<br></br>
"vector translate" [0 0 0]Texture
"rough_leather::Kd" "color" "mix"
"texture amount" ["rough_leather::Kd::amount"]
"color tex1" [0.090444 0.038903 0.038903] "color
tex2" [0.013517 0.000159 0.000159]<br></br>
Texture "rough_leather::bumpmap" "float"
"blender_clouds"<br></br>
"string type" ["default"]<br></br>
"string noisetype"
["hard_noise"]<br></br>
"float noisesize" [0.050000]<br></br>
"integer noisedepth" [6]<br></br>
"string noisebasis"
["voronoi_crackle"]<br></br>
"float bright" [1.000000]<br></br>
"float contrast" [1.000000]<br></br>
"vector scale" [0.050000 0.050000
0.050000]<br></br>
"vector rotate" [0 0 0]<br></br>
"vector translate" [-0.000000 -0.000000
-0.000000] "float tex1" [0.0] "float tex2"
[1.0]<br></br>
Texture "rough_leather::bumpmap.scale" "float"
"scale" "texture tex1"
["rough_leather::bumpmap"] "float tex2"
[0.0010000000475]<br></br>
MakeNamedMaterial "rough_leather"<br></br>
"string type" ["glossy"]
"texture Kd" ["rough_leather::Kd"]<br></br>
"color Ks" [0.028991 0.028991 0.028991]
"float index" [0.0] "float uroughness"
[0.033333] "float vroughness" [0.033333] "texture
bumpmap" ["rough_leather::bumpmap.scale"]
and replacing it with BallUV3_1/Preview to get the following:
# Material 'BallUV3_1/Preview'<br></br>
Texture "BallUV3_1/Preview::Kd::amount" "float"
"blender_clouds"<br></br>
"string type" ["default"]<br></br>
"string noisetype"
["soft_noise"]<br></br>
"float noisesize" [0.100000]<br></br>
"integer noisedepth" [6]<br></br>
"string noisebasis"
["improved_perlin"]<br></br>
"float bright" [1.000000]<br></br>
"float contrast" [2.000000]<br></br>
"vector scale" [0.050000 0.050000
0.050000]<br></br>
"vector rotate" [0 0 0]<br></br>
"vector translate" [0 0 0]Texture
"BallUV3_1/Preview::Kd" "color" "mix"
"texture amount"
["BallUV3_1/Preview::Kd::amount"] "color tex1"
[0.090444 0.038903 0.038903] "color tex2" [0.013517
0.000159 0.000159]<br></br>
Texture "BallUV3_1/Preview::bumpmap" "float"
"blender_clouds"<br></br>
"string type" ["default"]<br></br>
"string noisetype"
["hard_noise"]<br></br>
"float noisesize" [0.050000]<br></br>
"integer noisedepth" [6]<br></br>
"string noisebasis"
["voronoi_crackle"]<br></br>
"float bright" [1.000000]<br></br>
"float contrast" [1.000000]<br></br>
"vector scale" [0.050000 0.050000
0.050000]<br></br>
"vector rotate" [0 0 0]<br></br>
"vector translate" [-0.000000 -0.000000
-0.000000] "float tex1" [0.0] "float tex2"
[1.0]<br></br>
Texture "BallUV3_1/Preview::bumpmap.scale"
"float" "scale" "texture tex1"
["BallUV3_1/Preview::bumpmap"] "float tex2"
[0.0010000000475]<br></br>
MakeNamedMaterial "BallUV3_1/Preview"<br></br>
"string type" ["glossy"]
"texture Kd" ["BallUV3_1/Preview::Kd"]<br></br>
"color Ks" [0.028991 0.028991 0.028991]
"float index" [0.0] "float uroughness"
[0.033333] "float vroughness" [0.033333] "texture
bumpmap"
["BallUV3_1/Preview::bumpmap.scale"]
It's a pain if you miss an area as Lux will spit out errors about things being named improperly or the material names between section not matching.
Oh, and here's what the texture will look like on a pair of clothes (attached above). Sadly, it looks better in close up shots or high res renders, along with different lighting. You may also want to change the colors to something more appropriate as it appears a bit... purple? That's controlled where it says "color tex1" and "color tex2" for the most part.
Sorry for not responding sooner! I was aware from my computer while it was rendering the example image I attached.
I have copied your reply to a Word document for further study! Thanks for getting back to me!
I've been trying to keep up with all the discussion in this thread, and I'm confused on a point. Does the current exporter recognize and IBL light or not? I have a scene I just did and I thought it would make a nice test Lux scene, but it contains an IBL light.
"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
Technically, IBL lights are recognized in Lux when they are setup properly, as mentioned here. I'd say with infinite light environment, but I can't be sure. Plus, you'd need to use the OpenEXR format for high dynamic range images or convert them images either in Blender or with another app; but, you can use jpeg or png image files for low dynamic range lighting along with additional light to balance out the missing information. Personally, I've never really used them in Lux as using a sun+sky light or a custom shape seems to work well for me.
As for the current LuxPose exporter, I'm going to take a guess and say... not at this time.
If anyone knows more, feel free to comment on the subject as I'm not too knowledgeable in that area
The easiest way to copy the material into the lxm file is to copy the whole material and just change the name at the very end. Where it says MakeNamedMaterial change it from:
MakeNamedMaterial "rough_leather"<br></br><br></br>
to:<br></br><br></br>
MakeNamedMaterial
"BallUV3_1/Preview"<br></br><br></br>
That way all the texture references will be correct. That's
the method I've been using while using LuxBlend to work out
materials for scenes.
I just leave the reference line ( # Material 'BallUV3_1/Preview' )
so I know what the name needs to be.
I kind of figured as much and deleted my lights and set up a single Point light for the export. I started my Lux render and it looked really good except I've got a problem with the eyes. Someone mentioned using Lux glass material on the cornea and eye surface. Can someone tell me how that would be done?
"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
Ok, try this for black car paint (does not use the Luxrender carpaint shader):
MakeNamedMaterial "YourMaterialNameHere" "string type" ["glossy"]
"color Kd" [0.0 0.0 0.0]
"color Ks" [0.02 0.02 0.02]
"float uroughness" [-0.258086156304]
"float vroughness" [0.258086156304]
"float film" [0.1]
"float index" [2.3]
Will show how it looks in a few...
Laurie
For eyes, I use this:
MakeNamedMaterial "Fill_In_The_Blank"
"string type" ["glass"]
"color Kr" [1.000000 1.000000 1.000000]
"color Kt" [1.000000 1.000000 1.000000]
"float index" [1.500000]
"bool architectural" ["true"]
Architectural glass, so it won't make potentially weird refractions on the eye. This is assuming you have an eyeball surface covering over the pupil/iris/eyewhite.
----------------------------------------------
currently using Poser Pro 2014, Win 10
Cool, thanks! I'll have to try that next render. This one's already been going and hour and looks nearly done.
Laurie, your carpaint shader worked very, very nicely for latex! This is turning out to be a decent render.
"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
bikini materials :
rings : luxrender metal gold
trim : LaurieA black carpaint
cloth : ayanamatrix Leather
all others materials unmodified from the LuxPose export
3 point lights : top, front and back. set to 4000°K, a typo placed the front and back light in the same group so i cannot balance the two
stopped after 2 hours, i have to go out, render again when i come back with some minor modifications
Thanks to ADP, BB, Dizzi and odf for this plugin
Thanks to LaurieA, ayanamatrix and all others in this thread who provide materials and ideas
MakeNamedMaterial "YourMateralNameHere" "string type" ["glossy"]
"color Kd" [0.0 0.0 0.0]
"color Ks" [0.02 0.02 0.02]
"color Ka" [0.0 0.0 0.0]
"float uroughness" [-0.005]
"float vroughness" [0.005]
"float d" [0.1]
"float index" [2.0]
That may work a little better than my other post for carpaint (and latex if you prefer...lol). There's a little more shine in the half-lit areas.
Laurie
The car is Bazze's Muscle Car and it looks lovely in that nice 70's color made famous by appliances and Dodge Dusters ;o).....
The chrome bits are just a glossy with a gray color slightly above 50% and a bright specular color....the rims are Luxrender's aluminium metal shader and the car paint is the shader I was experimenting with last night, slightly modified from the original. The window glass is actually an architectural glass/regular glass mix at [0.3] with the regular glass being in the lesser amount. :o).
If anyone's interested in the shader code, I'll post em.
Laurie
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
Loving playing around with this and Luxrender! Thanks to all involved, can't wait for it to be finalized.
Here's a couple of test images
Regards, Michael
Wow, I love those glasses and the rose, absolutely beautiful.
You should try using the new velvet material on the rose petals, and have you tried mattetranslucent material on the rose leaves?
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 - rjjack, I'm pretty impressed that shader worked out so well for you. :D Aside from possibly altering the color, did you happen to increase the bump depth as well, or did you leave that alone?
it's your shader without modifications, i think this is the light and the environment who make the difference
Quote - > Quote - Wow, I love those glasses and the rose, absolutely beautiful.
You should try using the new velvet material on the rose petals, and have you tried mattetranslucent material on the rose leaves?
i thought that the new Lux version with velvet is only for linux?
Nope, any new weekly after 8 September should have velvet in it; I'm using an 11-09 OS X weekly, it has velvet.
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 - LuxPose Version 1.23c
Download: see footerCatmul-Clark Subdivision should now work with all versions of Poser.
Note: Setting this on an already high resolution geometry (V4 for example) may need some time to compute.
subdivision work for the figures but i have to comment out the followings lines in PoserLuxExporter_workers.py to make it run
4:#from extmath import *
751: #if pFilm.hybrid.strip()=="true":
752: # print >> file, '#Renderer "hybrid"'
Quote - > Quote - > Quote - Wow, I love those glasses and the rose, absolutely beautiful.
You should try using the new velvet material on the rose petals, and have you tried mattetranslucent material on the rose leaves?
i thought that the new Lux version with velvet is only for linux?
Nope, any new weekly after 8 September should have velvet in it; I'm using an 11-09 OS X weekly, it has velvet.
thanks.
here is the link for windows.
http://www.luxrender.net/forum/viewtopic.php?f=30&t=4599
i have Xp 32bit . which should i download? SSE1 or SSE2
and what is Non-OpenCL CPU only builds?
Quote - > Quote - :( The new(er) weekly build for OSX works on 10.6 only... Time for system upgrade : /
Thanks for the info. Saves me time looking at this thread (for the moment).
Well there is still a lot of good stuff happening that can be used in the other builds :) so I would not , not read along... specifically to the OSX version weekly build (9-11-2010) though this is the note from the Lux forum :
Build_of_sept_11
new:
Quote - i have Xp 32bit . which should i download? SSE1 or SSE2
If your computer is Pentium IV or newer or Athlon AMD64 or newer download the SSE2 version.
Quote - and what is Non-OpenCL CPU only builds?
If your video card is not ATI Radeon and/or doesn't support OpenCL you must download Non OpenCL and you won't have GPU acceleration, only CPU rendering.
Stupidity also evolves!
Ok, so far I haven't had to ask any stupid install questions, but after installing the latest version (1-23c), I am getting this error when I run the PoserLuxExporter.py python script, any ideas?
Traceback (most recent call last):
File "C:Program Files (x86)e frontierPoser 7RuntimePythonposerScriptsPoserLuxExporter.py", line 81, in ?
globalParameters.read(parameterfile)
File "C:Program Files (x86)e frontierPoser 7RuntimePythonworkersParameters.py", line 97, in read
raise RuntimeError, "configfile not found: %s" % file
RuntimeError: configfile not found: C:Program Files (x86)e frontierPoser 7RuntimePythonAIRLuxPosedatadataOut.bbml
Regards, Michael
Quote - Ok, so far I haven't had to ask any stupid install questions, but after installing the latest version (1-23c), I am getting this error when I run the PoserLuxExporter.py python script, any ideas?
Traceback (most recent call last):
File "C:Program Files (x86)e frontierPoser 7RuntimePythonposerScriptsPoserLuxExporter.py", line 81, in ?
globalParameters.read(parameterfile)
File "C:Program Files (x86)e frontierPoser 7RuntimePythonworkersParameters.py", line 97, in read
raise RuntimeError, "configfile not found: %s" % file
RuntimeError: configfile not found: C:Program Files (x86)e frontierPoser 7RuntimePythonAIRLuxPosedatadataOut.bbml
You have to make sure the config files in the AIR directory are installed.
If you unpack all of the content from the zip in one directory anything should be in place.
Quote - > Quote - LuxPose Version 1.23c
Download: see footer
Catmul-Clark Subdivision should now work with all versions of Poser.
Note: Setting this on an already high resolution geometry (V4 for example) may need some time to compute.
subdivision work for the figures but i have to comment out the followings lines in PoserLuxExporter_workers.py to make it run
4:#from extmath import *
751: #if pFilm.hybrid.strip()=="true":
752: # print >> file, '#Renderer "hybrid"'
No, not really. This instruction is written but commented out ('#' in front of) in this version. And the whole line is only written if you have set the flag in your config file.
Quote - Ok, last render of the car ;o). If I do anymore, it'll have more stuff in the scene..hehe.
This is my favorite color yet. And I posted the recipe for this one on the wiki.
Laurie
Looks really good. Since no one reads the general question topic, I'll have to ask here.
I have 2 questions:
1. I was under the impression that distant lights were converted to sun. If so, does it have to be a special name? I tried, and it didn't convert; but i didn't try all combinations of sun names.
2. With the editing of materials, I looked at the wiki and I am somewhat confused. It says:
Please pay special attention to material names as you will need to replace "YourMaterialNameHere" with the name of your material.
Does that mean there are only certain materials that can be used, or does it mean we can name it anything we want as long as it is unique? I guess it would help me to see the syntax of a sample material, along with a working example.
Thanks!
Quote - [
You have to make sure the config files in the AIR directory are installed.
If you unpack all of the content from the zip in one directory anything should be in place.
Thanks for the reply, but I unzipped right into the poserscripts folder and double checked that the config files are in the Luxposedata folder. I also have another version unzipped in a temp folder, neither work, hmmm.
I have the Luxpose interface installed from the AIR file in it's default location (different from the rest) does that matter?
Regards, Michael
Quote - > Quote - > Quote - LuxPose Version 1.23c
Download: see footer
Catmul-Clark Subdivision should now work with all versions of Poser.
Note: Setting this on an already high resolution geometry (V4 for example) may need some time to compute.
subdivision work for the figures but i have to comment out the followings lines in PoserLuxExporter_workers.py to make it run
4:#from extmath import *
751: #if pFilm.hybrid.strip()=="true":
752: # print >> file, '#Renderer "hybrid"'No, not really. This instruction is written but commented out ('#' in front of) in this version. And the whole line is only written if you have set the flag in your config file.
forgot to paste the error from python :
Traceback (most recent call last):
File "G:Gfx-3DLuxRender-1.23dPoserLuxExporter.py", line 218, in ?
ExportFilm(globalParameters).write(f)
File "G:Gfx-3DLuxRender-1.23dworkersPoserLuxExporter_workers.py", line 751, in write
if pFilm.hybrid.strip()=="true":
AttributeError: 'NoneType' object has no attribute 'strip'
the error don't show if you add this line in the dataOut.bbml in the Film part :
hybrid=true
do you have added some new parameters in the AIR interface ?
usually i edit dataOut.bbml on my text editor since i change only the filename
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Here we go, basic car paint material:
For the most part, there is one diffuse channel, three specular channels, then the reflective channels. Also, there are a couple of presets for fairly standard car paint colors:
blue matte, blue, white, 2k acrylac, bmw339, opel titan, polaris silber and ford f8
Obviously, if you're looking for a particular look, go with the custom material example I posted above, you could define it with the presets this way:
Hope that helps! ^_^ I'll also add it to the LuxPose materials wiki if needed.