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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)



Subject: The LuxPose Project - Alpha Stage


ayanematrix ( ) posted Sat, 02 October 2010 at 5:03 AM

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.


rjjack ( ) posted Sat, 02 October 2010 at 7:09 AM

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


Synpainter ( ) posted Sat, 02 October 2010 at 8:23 AM

? 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 **

** **

**
**


adp001 ( ) posted Sat, 02 October 2010 at 2:58 PM

file_459898.jpg

(LuxRender with light emitted from a square, DOF activated)

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.




frogblaster ( ) posted Sat, 02 October 2010 at 3:06 PM · edited Sat, 02 October 2010 at 3:10 PM

 Sorry, but when converting a sphere in 1.40, got:

Loading  pydough.geometry_export

Loading  pydough.geometry

Loading  pydough.hair

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

 


jancory ( ) posted Sat, 02 October 2010 at 3:17 PM

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

 My Freebies



adp001 ( ) posted Sat, 02 October 2010 at 3:19 PM

Quote -  Sorry, but when converting a sphere in 1.40, got:
 

Forgotten to remove experimental code for the package. 
Please re-download.




Latexluv ( ) posted Sat, 02 October 2010 at 3:47 PM · edited Sat, 02 October 2010 at 3:49 PM

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

 

 


adp001 ( ) posted Sat, 02 October 2010 at 4:04 PM

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. 




adp001 ( ) posted Sat, 02 October 2010 at 4:09 PM · edited Sat, 02 October 2010 at 4:09 PM

file_459901.jpg

Another sample with Materials Ambiente_Color/Ambiente_Value. No other light is used.




Latexluv ( ) posted Sat, 02 October 2010 at 9:54 PM

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

 

 


MagnusGreel ( ) posted Sat, 02 October 2010 at 10:00 PM

"I figured out that probably one of the eye materials had an ambient set to one."

Goa'uld!!!!

Airport security is a burden we must all shoulder. Do your part, and please grope yourself in advance.


Flenser ( ) posted Sat, 02 October 2010 at 10:19 PM

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


adp001 ( ) posted Sat, 02 October 2010 at 10:36 PM

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?




adp001 ( ) posted Sat, 02 October 2010 at 10:46 PM

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).




Synpainter ( ) posted Sun, 03 October 2010 at 8:23 AM

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


jancory ( ) posted Sun, 03 October 2010 at 8:32 AM

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

 My Freebies



adp001 ( ) posted Sun, 03 October 2010 at 8:36 AM

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".




Synpainter ( ) posted Sun, 03 October 2010 at 8:59 AM

THANKS!

Yes, this resolved the export issue :)


jancory ( ) posted Sun, 03 October 2010 at 9:05 AM

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

 My Freebies



adp001 ( ) posted Sun, 03 October 2010 at 10:47 AM

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.




jancory ( ) posted Sun, 03 October 2010 at 11:00 AM

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

 My Freebies



ice-boy ( ) posted Sun, 03 October 2010 at 11:21 AM

do we stilll need to change settings in the text editor or can we do it already with BB's interface?


adp001 ( ) posted Sun, 03 October 2010 at 11:49 AM

Quote - do we stilll need to change settings in the text editor or can we do it already with BB's interface?

Which settings?




Synpainter ( ) posted Sun, 03 October 2010 at 3:17 PM

file_459938.jpg

 Yeah! DOF working very well :)


ice-boy ( ) posted Sun, 03 October 2010 at 3:21 PM

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


Flenser ( ) posted Sun, 03 October 2010 at 3:36 PM

Quote -  Yeah! DOF working very well :)

Wow, that looks wonderful, great job.

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


Flenser ( ) posted Sun, 03 October 2010 at 3:42 PM

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


ice-boy ( ) posted Sun, 03 October 2010 at 3:59 PM

so the Lux  GUI works now?


MagnusGreel ( ) posted Sun, 03 October 2010 at 4:13 PM

you were just told the answer.

"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."

Airport security is a burden we must all shoulder. Do your part, and please grope yourself in advance.


xantor ( ) posted Sun, 03 October 2010 at 4:17 PM

I still don`t know how to use the air program or when to use it.


MagnusGreel ( ) posted Sun, 03 October 2010 at 4:26 PM

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.


Latexluv ( ) posted Sun, 03 October 2010 at 4:26 PM

GUI?  Where? I don't see one. Just the exporter python script.

"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

 

 


ErickL88 ( ) posted Sun, 03 October 2010 at 4:26 PM · edited Sun, 03 October 2010 at 4:29 PM

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 ^^



MagnusGreel ( ) posted Sun, 03 October 2010 at 4:27 PM

Quote - GUI?  Where? I don't see one. Just the exporter python script.

it's the AIR module you can install.

Airport security is a burden we must all shoulder. Do your part, and please grope yourself in advance.


ice-boy ( ) posted Sun, 03 October 2010 at 4:30 PM · edited Sun, 03 October 2010 at 4:38 PM

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.


Latexluv ( ) posted Sun, 03 October 2010 at 4:42 PM · edited Sun, 03 October 2010 at 4:42 PM

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

 

 


MagnusGreel ( ) posted Sun, 03 October 2010 at 4:49 PM · edited Sun, 03 October 2010 at 4:50 PM

look for Luxpose.exe mine installed to "C:Program Files (x86)LuxPoseLuxPose.exe"

you run it outside Poser.

Airport security is a burden we must all shoulder. Do your part, and please grope yourself in advance.


Latexluv ( ) posted Sun, 03 October 2010 at 4:55 PM

I don't have that then. Where do I download it????

"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

 

 


MagnusGreel ( ) posted Sun, 03 October 2010 at 4:59 PM

it's in the Luxpose Zip hosted by ADP, in the folder AIR - doubleclick LuxPose.air to install.

Airport security is a burden we must all shoulder. Do your part, and please grope yourself in advance.


Jcleaver ( ) posted Sun, 03 October 2010 at 5:16 PM

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.



Latexluv ( ) posted Sun, 03 October 2010 at 5:26 PM

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

 

 


Flenser ( ) posted Sun, 03 October 2010 at 7:08 PM

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


Latexluv ( ) posted Sun, 03 October 2010 at 7:45 PM

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

 

 


ayanematrix ( ) posted Mon, 04 October 2010 at 12:53 AM

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.


ice-boy ( ) posted Mon, 04 October 2010 at 1:30 AM

can anyone re post the info about light groups. what should i writte in poser for the light name?

thanks


adp001 ( ) posted Mon, 04 October 2010 at 3:20 AM

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".
 




Latexluv ( ) posted Mon, 04 October 2010 at 3:43 AM

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

 

 


adp001 ( ) posted Mon, 04 October 2010 at 3:44 AM · edited Mon, 04 October 2010 at 3:45 AM

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




ice-boy ( ) posted Mon, 04 October 2010 at 6:17 AM

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 3

Light 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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