Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)
Quote -
For the most part, the error is pretty much the same only with it being a bit easier to track down in Poser 7. Again, CC subdivision works on both versions. Also made sure to have the backslash escaped this time as to make it easier to read.
Hope that helps.
while waiting for ADP correction you can add the line :
sharp = False
just above the line 228 :
if subdiv == 0:
be careful with the identation of these lines, and you can continue your experiments
? for ADP...
Newest D/L version 1_30g, tyring the DOF and looking for the param "**lensradius"...
Not sure what to change, or do I need to add the copy that flenser posted:
**
** I don't think the exporter does DoF, you have to add DoF settings to the .lxs file, like so:**
Camera "perspective"
*** "float fov" [14.8586407274]***
*** "bool autofocus" ["false"]***
*** "float lensradius" [0.00625]***
*** "float focaldistance" [4.0]***
lensradius is dependant on the camera aperture setting, this is for an Fstop of 2.8, lower Fstop is larger radius.
focaldistance is distance in meters to the focal point.
autofocus must be false.
** **
**
This is the scene files as saved:
**# LuxRender scene file
# Exported by Poser-Lux-Exporter alpha 1.30e, on Sat Oct 2 09:15:16 2010
**
**
**# Global Settings **
Film "fleximage"
**
**
** "integer xresolution" [818]**
** "integer yresolution" [902]**
** "float cropwindow" [0 1 0 1]**
** "float gamma" [2.2]**
** "bool premultiplyalpha" ["false"]**
** "float colorspace_red" [0.63 0.34]**
** "float colorspace_green" [0.31 0.595]**
** "float colorspace_blue" [0.155 0.07]**
** "float colorspace_white" [0.314275 0.329411]**
** "integer writeinterval" [30]**
** "string filename" ["poserscene_alpha1.30e"]**
** "bool write_png" ["true"]**
** "string tonemapkernel" "linear"**
** "float linear_sensitivity" [200]**
** "float linear_exposure" [.033]**
** "float linear_fstop" [8]**
** "float linear_gamma" [1]**
# start Poser camera "Main Camera"
LookAt 0.0038477499038 0.267921000719 1.01999986172 0.0038477499038 0.267921000719 0.0199998617172 0.0 1.0 0.0
Camera "perspective" "float fov" [26.1033306842]
# end Poser camera "Main Camera"
**
**
Sampler "metropolis"
** "integer initsamples" [100000]**
** "integer maxconsecrejects" [512]**
** "float largemutationprob" [0.4]**
** "float micromutationprob" [0.0]**
** "float mutationrange" [53.75]**
** "bool usevariance" ["false"]**
**
**
SurfaceIntegrator "bidirectional"
** "integer eyedepth" [16]**
** "integer lightdepth" [16]**
**
**
Accelerator "kdtree"
** "integer intersectcost" [80]**
** "integer traversalcost" [1]**
** "float emptybonus" [0.5]**
** "integer maxprims" [1]**
** "integer maxdepth" [-1]**
PixelFilter "mitchell"
** "float xwidth" [2]**
** "float ywidth" [2]**
** "float B" [0.333333333333]**
** "float C" [0.333333333333]**
**
**
# The Scene
WorldBegin
MakeNamedMaterial "default"
"string type" ["matte"]
"color Kd" [0.5 0.5 0.5] "float sigma" [0.543788]
**
**
Include "poserscene_alpha 1.30e.lxm"
Include "poserscene_alpha 1.30e.lxo"
Include "poserscene_alpha 1.30e.lxl"
**WorldEnd **
** **
**
**
Quote -
Newest D/L version 1_30g, tyring the DOF and looking for the param "lensradius"...
I changed parmeter-request from string to parametercode to be compatible with different languages.
"lensradius" is taken from Camera-Dial "Shutter_Open" (US/english Poser version). Tipp: Use values below "1.0". For the image above I used "0.07".
Subdivision should work now wth figures.
Alpha version 1.40
With this version I added "Emitting Lights". Each material with Ambiente Value set greater than 0 is taken as an emitting light. Color from the light is taken from Ambiente_Color, light intensity from Amibiente_Value.
Sorry, but when converting a sphere in 1.40, got:
Loading pydough.geometry_export
Loading pydough.geometry
Loading pydough.from_poser
Loading pydough.to_lux
LuxPose Version alpha 1.40, exporting files to /Applications/Poser 8/Runtime/Python/poserScripts/luxrender/toLux/poser/poserscene_alpha 1.40.lxs
Using sampler metropolis
Using integrator bidirectional
Using accelerator kdtree
GEOMETRY EXPORT
CC-Subdivision for actors: 0
Actors compute normals: True
Actor GROUND Lux subdivide: 0
Exporting actor GROUND
Mesh has 400 polygons and 441 vertices
Traceback (most recent call last):
File "/Applications/Poser 8/Runtime/Python/poserScripts/luxrender/PoserLuxExporter.py", line 220, in ?
ExportScene(scene, globalParameters).write(f)
File "/Applications/Poser 8/Runtime/Python/poserScripts/luxrender/workers/PoserLuxExporter_workers.py", line 559, in write
ExportActor(actor, self.globalParameters).write(outfile)
File "/Applications/Poser 8/Runtime/Python/poserScripts/luxrender/workers/PoserLuxExporter_workers.py", line 184, in write
params).write(file)
File "/Applications/Poser 8/Runtime/Python/poserScripts/luxrender/pydough/geometry_export.py", line 42, in
write_mesh_parameters)
File "/Applications/Poser 8/Runtime/Python/poserScripts/luxrender/pydough/to_lux.py", line 18, in write
write_mesh_parameters(file, sub)
File "/Applications/Poser 8/Runtime/Python/poserScripts/luxrender/workers/PoserLuxExporter_workers.py", line 98, in write_mesh_parameters
file, geom, mat=args
ValueError: need more than 2 values to unpack
same error here with 1.40.
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
Okay, I gave the same scene as last night a try in 1-40. Came in nicely, didn't have to really fiddle with the settings on Linear. She rendering now, but I have the same trouble with my light. The shadow is razor sharp. I thought maybe it's that Lux doesn't understand depth mapped shadow. So I switched the single spotlight I'm using to raytraced and set the blurr to 3. Shadow blur isn't crossing over into Lux, so it must be something I'm not doing right. Can someone explain please?
EDIT: I just checked, I have weirdness. I only have ONE spotlight in my scene. I checked the light tab in Lux and I have two lights according to Lux. One named GR1 (the light I exported), and one named Victora 4 (????????). WTF?????
"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 - Okay, I gave the same scene as last night a try in 1-40. Came in nicely, didn't have to really fiddle with the settings on Linear. She rendering now, but I have the same trouble with my light. The shadow is razor sharp. I thought maybe it's that Lux doesn't understand depth mapped shadow. So I switched the single spotlight I'm using to raytraced and set the blurr to 3. Shadow blur isn't crossing over into Lux, so it must be something I'm not doing right. Can someone explain please?
Light is different in Poser. LuxRender does light as real as possible. A real light has no dial with "Bluershadow". If you want such a light, you have to create on :)
This is what "emitting light" is good for. As bigger a light is (in size) as smoother the shadows will come out. So create a prop (a square will do) and set Ambiente_Color/Ambiente_Value to the lightcolor and intensity you need.
Quote -
EDIT: I just checked, I have weirdness. I only have ONE spotlight in my scene. I checked the light tab in Lux and I have two lights according to Lux. One named GR1 (the light I exported), and one named Victora 4 (????????). WTF?????
If ambiente color in a material is set, the actor/prop is taken as a light emitting geometry (a "light"). To be sure your V4 is not lit, set Ambiente_Value to 0.
Quote - > Quote - Okay, I gave the same scene as last night a try in 1-40. Came in nicely, didn't have to really fiddle with the settings on Linear. She rendering now, but I have the same trouble with my light. The shadow is razor sharp. I thought maybe it's that Lux doesn't understand depth mapped shadow. So I switched the single spotlight I'm using to raytraced and set the blurr to 3. Shadow blur isn't crossing over into Lux, so it must be something I'm not doing right. Can someone explain please?
Light is different in Poser. LuxRender does light as real as possible. A real light has no dial with "Bluershadow". If you want such a light, you have to create on :)
This is what "emitting light" is good for. As bigger a light is (in size) as smoother the shadows will come out. So create a prop (a square will do) and set Ambiente_Color/Ambiente_Value to the lightcolor and intensity you need.
Quote -
EDIT: I just checked, I have weirdness. I only have ONE spotlight in my scene. I checked the light tab in Lux and I have two lights according to Lux. One named GR1 (the light I exported), and one named Victora 4 (????????). WTF?????If ambiente color in a material is set, the actor/prop is taken as a light emitting geometry (a "light"). To be sure your V4 is not lit, set Ambiente_Value to 0.
Yes, I figured out that probably one of the eye materials had an ambient set to one. I neglected to change this on the modified VSS prop that I'm using when I export to Lux.
I wanted to ask, can you use the ambient light square WITH a spotlight, or must this square be used by itself to get the effect that you've demoed?
"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 - ? for ADP...
Newest D/L version 1_30g, tyring the DOF and looking for the param "**lensradius"...
**
You have change the Camera section in the .lxs file to add the autofocus, lensradius, focaldistance parameters:
Camera "perspective"
"float fov" [26.1033306842]
*** "bool autofocus" ["false"]***
*** "float lensradius" [0.00625]***
*** "float focaldistance" [4.0]***
To calculate the lensradius based on the f/stop number divide 0.0175 by the f-number.
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 - ? for ADP...
Newest D/L version 1_30g, tyring the DOF and looking for the param "**lensradius"...
**
You have change the Camera section in the .lxs file to add the autofocus, lensradius, focaldistance parameters:
Camera "perspective"
"float fov" [26.1033306842]*** "bool autofocus" ["false"]***
*** "float lensradius" [0.00625]***
*** "float focaldistance" [4.0]***
To calculate the lensradius based on the f/stop number divide 0.0175 by the f-number.
Computing this value makes things harder, I think. Means, the focusdistance must be set very precisely for low f/stop and low distance because the "area of sharpness" is very small.
Maybe I should make a config entry for "compute lensradius [true/false]" to be able to overwrite manually?
Quote -
I wanted to ask, can you use the ambient light square WITH a spotlight, or must this square be used by itself to get the effect that you've demoed?
Automatic conversion is no good idea. Use light-emitter where you can. I did a lot of tests with light. If you want real light, avoid standard-lights and use environmental-light and/or light-emitters.
By the way: It makes a difference wether you us a "flat" square as lightsource or a geometry with a more or less bend surface (up to a sphere).
Or try a square expanded in the X-direction. With a bit experience you will get really good images. Because lighting is most important (more than a texture).
Upon running newest Export script Version 1-40, all looks good until it hits the end, no LXM file gets completed... :(
(P8 on Mac)
Traceback (most recent call last):
File "/Applications/Poser 8/Runtime/Python/poserScripts/ScriptsMenu/luxrender/PoserLuxExporter.py", line 220, in ?
ExportScene(scene, globalParameters).write(f)
File "/Applications/Poser 8/Runtime/Python/poserScripts/ScriptsMenu/luxrender/workers/PoserLuxExporter_workers.py", line 559, in write
ExportActor(actor, self.globalParameters).write(outfile)
File "/Applications/Poser 8/Runtime/Python/poserScripts/ScriptsMenu/luxrender/workers/PoserLuxExporter_workers.py", line 184, in write
params).write(file)
File "/Applications/Poser 8/Runtime/Python/poserScripts/ScriptsMenu/luxrender/pydough/geometry_export.py", line 39, in init
materials = get_materials(geom, convert_material)
File "/Applications/Poser 8/Runtime/Python/poserScripts/ScriptsMenu/luxrender/pydough/geometry_export.py", line 16, in get_materials
return [f(mat, geometry.material_key) for mat in geometry.materials]
File "/Applications/Poser 8/Runtime/Python/poserScripts/ScriptsMenu/luxrender/workers/PoserLuxExporter_workers.py", line 85, in material_converter
mat= MatConverter(mat, key).eval()
File "/Applications/Poser 8/Runtime/Python/poserScripts/ScriptsMenu/luxrender/workers/BBLuxMat.py", line 93, in eval
s = self.eval2(key)
File "/Applications/Poser 8/Runtime/Python/poserScripts/ScriptsMenu/luxrender/workers/BBLuxMat.py", line 123, in eval2
if isNode(color) : color=inp.Value_1
NameError: global name 'inp' is not defined
i got that error when i was attaching an image map to the ambient of my light. once i switched the img to diffuse it exported ok.
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
Quote - i got that error when i was attaching an image map to the ambient of my light. once i switched the img to diffuse it exported ok.
Yes, I missed to say that. Ambiente_Color must be "P4-mode". I tried hard to understand what BB did in his material-export, but I gave up - I'm not good with translating "spagetti-code".
has anyone gotten displacement to work? i've been trying various ways & can't get it going. even read the lux wiki pages so many times i'm beginning to understand them. any tips would be appreciated.
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
Quote - has anyone gotten displacement to work? i've been trying various ways & can't get it going. even read the lux wiki pages so many times i'm beginning to understand them. any tips would be appreciated.
Displacement-maps must be supported with the geometry-exporter.
Because LuxRender doesn't support "micro-polygons" as Posers Firefly does, one has to take care to subdivide the geometry as detailed as needed by the displacement map.
Will see if I can add support for displacements.
ok thank you!
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
Quote - > Quote - > Quote - do we stilll need to change settings in the text editor or can we do it already with BB's interface?
Which settings?
for rendering
LOL, very funny. :)
A lot of settings can be set using Poser and the LuxPose GUI now, but some things are still only accessible in the Luxrender files.
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 - I still don`t know how to use the air program or when to use it.
first install it.
then once you have the scene you wish to render, run LuxPose (there will be an icon on your desktop from the Installer)
make your adjustments to the settings then press OK
now run the export Python script in Poser.
open LXS file in Luxrender as normal.
Airport security is a burden we must all shoulder. Do your part, and please grope yourself in advance.
Quote - I still don`t know how to use the air program or when to use it.
When I have finished setting up my scene in Poser, I run the LuxPose.exe, set it up (like, if using CC and/or Subdivision, choosing paths .. etc. .. ) and "OK" it.
After that is done, I run the exporter script in Poser and the settings, which I previously set up in LuxPose.exe gui, are getting exported now.
Works very nicely for me that way.
EDT. MagnusGreel was a bit faster ^^
Quote - > Quote - I still don`t know how to use the air program or when to use it.
first install it.
then once you have the scene you wish to render, run LuxPose (there will be an icon on your desktop from the Installer)
make your adjustments to the settings then press OK
now run the export Python script in Poser.open LXS file in Luxrender as normal.
i have AIR installed. i opened the GUI from luxpose and it doesnt work. i changed some settings and then in luxrender noticed that they didnt translate.
so it didnt work.
I have AIR installed. I still see no GUI. What is the exact name of the file and do I open it from within Poser or outside of it? I need clarity.
"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 - > Quote - I still don`t know how to use the air program or when to use it.
first install it.
then once you have the scene you wish to render, run LuxPose (there will be an icon on your desktop from the Installer)
make your adjustments to the settings then press OK
now run the export Python script in Poser.open LXS file in Luxrender as normal.
i have AIR installed. i opened the GUI from luxpose and it doesnt work. i changed some settings and then in luxrender noticed that they didnt translate.
so it didnt work.
Not all settings will transfer over, yet. But most do. I am assuming that only after you ran luxpose GUI and and made your changes did you run the python script to export. Also, you won't see any changes in Luxrender until you load the scene and start rendering. Though I'm sure you know all of this already.
Perhaps ADP can correct me if I am wrong, but I don't think any of the settings on the 'Render Settings' tab actually work yet.
Found it, installed it (it installed itself into Poser 8, which is okay, I was able to find it and run it). I ran it. I don't understand one bit of the settings on the GUI, so the only thing I changed in it was my current render dimensions. Now I've run the exporter. I'll see what happens.
"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
A lot of the settings in the GUI you won't need to touch.
I do usually adjust the camera/film settings to set the focal length, exposure, f-stop, I also like to set the output path and output name to a specific name for different projects.
And depending on the scene and lighting used it is sometimes good to adjust the integrator in the renderer tab, it can help if your scene ends up with a lot of fireflies; I like to use distributed path or direct lighting.
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
Someone would have to do a tutorial on the GUI. I also tried the light emitting square and it didn't work for the render. The Emitter would have to be so close to my subject to light it that it would be visible to the camera. So I have these terribly sharp shadows and I'm not happy with them. I tried using a sun and & sky lighting instead but the amount of fireflies suddenly was insane and I didn't want to deal with them. I just exported and left it to render while I went to Starbucks and the grocery store.
"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
Well, there's really no need for an in depth tutorial for the GUI or the emitter based lights. The GUI only is capable of changing a couple of settings relating to how Lux actually renders out the image, the tone mapping (which can be done at render time anyway), output name and directory to export to. Recommended settings are highly dependent on how you want your render to look and for the overall scene itself. Generally speaking, outdoor scenes work well with bi-directional and metropolis settings enabled, indoors vary depending on how much light is needed.
As for emitters, as it's already mentioned before, they are currently dependent on an ambient color and it's strength from 0.1 to 1. If it's allowed, you can increase it beyond the maximum. Also, if you're going to be using emitter lights, I recommend using them in conjunction with one environmental light with a hdr map attached to it. For the most part, mixing those two types will allow for your scene to get enough light to make objects visible and then receive shadows and additional lighting from the emitters. You can also adjust them at render time in the lighting tab.
Quote - can anyone re post the info about light groups. what should i writte in poser for the light name?
thanks
Light emitters will create one lightgroup per emitter. For all other you have to change the name of Poserlight in the form: :
To group the typical 3 Poserlights Light 1, Light 2, Light 3 rename them to:
Front:Light 1
Front:Light 2
Backlight:Light 3
Light 1 + 2 are now in one group named "Front", light 3 is in "Backlight".
I have to ask. If you use an IBL light with a hdr and an illumination prop, can this make tons of fireflies? My current render has a gazillion fireflies that don't seem to be resolving (although the render has only been going for 30 minutes).
"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 - Someone would have to do a tutorial on the GUI. I also tried the light emitting square and it didn't work for the render. The Emitter would have to be so close to my subject to light it that it would be visible to the camera. So I have these terribly sharp shadows and I'm not happy with them. I tried using a sun and & sky lighting instead but the amount of fireflies suddenly was insane and I didn't want to deal with them. I just exported and left it to render while I went to Starbucks and the grocery store.
Maybe you should read the "offical" docu about the LuxRender GUI, how to use "Tone Mapping" etc.
http://www.luxrender.net/v/manual_interface
Make sure you are using the latest LuxRenderer Build:
Linux: http://www.luxrender.net/forum/viewtopic.php?f=30&t=4618
Windows: http://www.luxrender.net/forum/viewtopic.php?f=30&t=4599
OSX (Intel): http://www.luxrender.net/forum/viewtopic.php?f=30&t=4247
Quote - > Quote - can anyone re post the info about light groups. what should i writte in poser for the light name?
thanks
Light emitters will create one lightgroup per emitter. For all other you have to change the name of Poserlight in the form: :
To group the typical 3 Poserlights Light 1, Light 2, Light 3 rename them to:
Front:Light 1
Front:Light 2
Backlight:Light 3Light 1 + 2 are now in one group named "Front", light 3 is in "Backlight".
thanks.
i have some questions about materials now. what material should i use in poser to get glossy in lux.
how to change the IOR settings in poser?
do we have to use blinn or just the specular node?
can we use textures for reflections?
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Still appears to be an issue with setting lux_subdivision to 1 or more on Poser 6 and 7. Poser 6 error output:
Compiling C:program filesCurious LabsPoser 6RuntimePythonposerScriptsluxrenderluxmaticnodes.py
Loading pydough.geometry_export
Loading pydough.geometry
Loading pydough.hair
Loading pydough.from_poser
Loading pydough.to_lux
Loading pydough.geometry
Loading pydough.hair
Loading pydough.from_poser
Loading pydough.to_lux
Loading pydough.geometry_export
Loading pydough.geometry
Loading pydough.hair
Loading pydough.from_poser
Loading pydough.to_lux
Loading pydough.geometry_export
Loading pydough.geometry
Loading pydough.hair
Loading pydough.from_poser
Loading pydough.to_lux
LuxPose Version alpha 1.30e, exporting files to C:program filesCurious LabsPoser 6RuntimePythonposerScriptsluxrendertoLuxposerposerscene_alpha 1.30e.lxs
Using sampler metropolis
Using integrator bidirectional
Using accelerator qbvh
GEOMETRY EXPORT
CC-Subdivision for figures: 0
Figures compute normals: 1
Traceback (most recent call last):
File "", line 219, in ?
File "C:program filesCurious LabsPoser 6RuntimePythonposerScriptsluxrenderworkersPoserLuxExporter_workers.py", line 545, in write
ExportFigure(fig, self.globalParameters).write(outfile)
File "C:program filesCurious LabsPoser 6RuntimePythonposerScriptsluxrenderworkersPoserLuxExporter_workers.py", line 236, in write
meshparameterstring = (file,
UnboundLocalError: local variable 'sharp' referenced before assignment
Partial Poser 7 error output:
GEOMETRY EXPORT
CC-Subdivision for figures: 0
Figures compute normals: True
Traceback (most recent call last):
File "C:Program Filese frontierPoser 7RuntimePythonposerScriptsluxrenderPoserLuxExporter.py", line 219, in ?
ExportScene(scene, globalParameters).write(f)
File "C:Program Filese frontierPoser 7RuntimePythonposerScriptsluxrenderworkersPoserLuxExporter_workers.py", line 545, in write
ExportFigure(fig, self.globalParameters).write(outfile)
File "C:Program Filese frontierPoser 7RuntimePythonposerScriptsluxrenderworkersPoserLuxExporter_workers.py", line 236, in write
meshparameterstring = (file,
UnboundLocalError: local variable 'sharp' referenced before assignment
For the most part, the error is pretty much the same only with it being a bit easier to track down in Poser 7. Again, CC subdivision works on both versions. Also made sure to have the backslash escaped this time as to make it easier to read.
Hope that helps.