Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)
Quote -
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?
The standard material is glossy if specular is set, else it is matte.
As far as I can tell BB makes use of the blinn node.
I don't use plain materials BB's converter exports. So I can't tell much about it.
For skin I replace all materials to mattetranslucent or velvet.
Quote - ok i see that if you connect the textures to the specualar that it works.
now i only need to find out how to change IOR for reflections.
Reflections? This is how glossy is defined:
glossy::d float texture The depth (thickness) of the coating layer for absorption effects. (0 = disables) 0.0
glossy::index float texture IOR of the coating. 0.0
Quote - > Quote - ok i see that if you connect the textures to the specualar that it works.
now i only need to find out how to change IOR for reflections.
Reflections? This is how glossy is defined:
glossy::d float texture The depth (thickness) of the coating layer for absorption effects. (0 = disables) 0.0
glossy::index float texture IOR of the coating. 0.0
Well adp, a certain IOR setting will change how a reflection looks, not that there IS a reflection ;o).
Laurie
Quote - > Quote - > Quote - ok i see that if you connect the textures to the specualar that it works.
now i only need to find out how to change IOR for reflections.
Reflections? This is how glossy is defined:
glossy::d float texture The depth (thickness) of the coating layer for absorption effects. (0 = disables) 0.0
glossy::index float texture IOR of the coating. 0.0Well adp, a certain IOR setting will change how a reflection looks, not that there IS a reflection ;o).
Laurie
Are you talking about highlights?
No, I mean that a different IOR will bend the reflections in different ways. For example, reflections in water don't look the same as they do on glass :o). Each refracts light in a different way. Normally, I just use IOR on transparent or translucent materals like glass or liquids or on metals.
Laurie
not as important as it is for refractive materials. I don't know if skin even has an IOR value. Might have a BRDF though
My Freebies
Buy stuff on RedBubble
FWIW ... with all the chatter of skin.. Here is a good "Bone-Up" article for those really interested in CG and Skin... maybe it's been posted before, if so, sorry. Very good in depth info, though not directly related to LUX... :)
Quote - for skin you need matte or velvet combined with glossy. its important.
if you use only velvet for skin you will get a disaster
Best to mix velvet with the standard glossy or matte skin material coming out of poser.
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 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).
Post your *.lxl and *.lxs file. I'll set up a scene here with the same data and try to find out.
Okay, I don't know what I'm not doing today that I did last night but my self illuminating prop isn't showing up as a light source at the moment. Regardless, I'm getting the same effect of a gazillion fireflies. I only have an IBL light as my light, with the Pond hdr image attached. Here is my light file:
LightGroup "GR1"
LightGroup "GR1"
AttributeBegin
TransformBegin
Rotate 240 1 1 1
Rotate 19 0 0 1
LightSource "infinite"
"float gain" [360.0]
"color L" [0.74827928474 0.853189871356 0.513612567121]
"integer nsamples" [2]
"string mapname" ["C:/Poser 8/Runtime/Textures/HDRVFX/HDRVFX_pond_01_v_002.hdr"]
TransformEnd
AttributeEnd
I also get the same firefly thing going on if I use the Sun & Sky settings that was posted to the Poser Lux Wiki.
"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
Did a couple of test scene just to see what's going on. I could not get a self illuminating object to work for me, but I may not be setting it up right. The second experiment was setting up a scene with an IBL with no attached image and one spot light just to see what's happening. It came into Lux and there was lots of fireflies, but they started to clear up quite quickly. It seems that at least on my machine, the attached hdr to the IBL light is causing the masses of fireflies that don't clear up even after an hour of render time.
Image has only been rendering for 30 minutes and almost all fireflies are gone.
"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 - Changing the pixelfilter to "gaussian" instead of "mitchell" might also help decrease the amount of fireflies.
Pixelfilter? Where?
"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 - Changing the pixelfilter to "gaussian" instead of "mitchell" might also help decrease the amount of fireflies.
Pixelfilter? Where?
Close to the end of the .lxs file you'll see
PixelFilter "mitchell"
"float xwidth" [2]
"float ywidth" [2]
"float B" [0.333333333333]
"float C" [0.333333333333]
Change that to
PixelFilter "gaussian"
"float xwidth" [1.3]
"float ywidth" [1.3]
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'm getting an error using version 1.40 of the exporter:
Traceback (most recent call last):
File "/Applications/Poser Pro 2010/Runtime/Python/poserScripts/ScriptsMenu/luxrender/PoserLuxExporter.py", line 220, in ?
ExportScene(scene, globalParameters).write(f)
File "/Applications/Poser Pro 2010/Runtime/Python/poserScripts/ScriptsMenu/luxrender/workers/PoserLuxExporter_workers.py", line 549, in write
ExportFigure(fig, self.globalParameters).write(outfile)
File "/Applications/Poser Pro 2010/Runtime/Python/poserScripts/ScriptsMenu/luxrender/workers/PoserLuxExporter_workers.py", line 255, in write
params).write(file)
File "/Applications/Poser Pro 2010/Runtime/Python/poserScripts/ScriptsMenu/luxrender/pydough/geometry_export.py", line 39, in init
materials = get_materials(geom, convert_material)
File "/Applications/Poser Pro 2010/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 Pro 2010/Runtime/Python/poserScripts/ScriptsMenu/luxrender/workers/PoserLuxExporter_workers.py", line 85, in material_converter
mat= MatConverter(mat, key).eval()
File "/Applications/Poser Pro 2010/Runtime/Python/poserScripts/ScriptsMenu/luxrender/workers/BBLuxMat.py", line 93, in eval
s = self.eval2(key)
File "/Applications/Poser Pro 2010/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
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
Changed Vicky's skin and get error:
Traceback (most recent call last):
File "/Applications/Poser Pro 2010/Runtime/Python/poserScripts/ScriptsMenu/luxrender/PoserLuxExporter.py", line 220, in ?
ExportScene(scene, globalParameters).write(f)
File "/Applications/Poser Pro 2010/Runtime/Python/poserScripts/ScriptsMenu/luxrender/workers/PoserLuxExporter_workers.py", line 549, in write
ExportFigure(fig, self.globalParameters).write(outfile)
File "/Applications/Poser Pro 2010/Runtime/Python/poserScripts/ScriptsMenu/luxrender/workers/PoserLuxExporter_workers.py", line 255, in write
params).write(file)
File "/Applications/Poser Pro 2010/Runtime/Python/poserScripts/ScriptsMenu/luxrender/pydough/geometry_export.py", line 39, in init
materials = get_materials(geom, convert_material)
File "/Applications/Poser Pro 2010/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 Pro 2010/Runtime/Python/poserScripts/ScriptsMenu/luxrender/workers/PoserLuxExporter_workers.py", line 85, in material_converter
mat= MatConverter(mat, key).eval()
File "/Applications/Poser Pro 2010/Runtime/Python/poserScripts/ScriptsMenu/luxrender/workers/BBLuxMat.py", line 93, in eval
s = self.eval2(key)
File "/Applications/Poser Pro 2010/Runtime/Python/poserScripts/ScriptsMenu/luxrender/workers/BBLuxMat.py", line 114, in eval2
m = self.skinType(root, skin, name)
File "/Applications/Poser Pro 2010/Runtime/Python/poserScripts/ScriptsMenu/luxrender/workers/BBLuxMat.py", line 190, in skinType
return LuxMatteTranslucent(Kr=skin.SkinColor, Kt=skin.SheenColor, sigma=skin.Ka)
NameError: global name 'LuxMatteTranslucent' is not defined
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
Testversion Alpha 1.41, Download here
This version has experimental skin and velvet support. Please give feedback after experimenting.
(1.40 is still downloadable from my footer if this version does not work for you).
SKIN:
Poser Skin SkinColor -> Lux mattetranslucent Kr
Poser Skin SheenColor -> Lux mattetranslucent Kt
Poser Skin Thickness -> Lux glossy d
Poser Skin eta -> Lux glossy index
VELVET:
Poser Velvet Velvet_Color -> Lux velvet Kd
Poser Velvet Ka -> Lux velvet p1
Poser Velvet Kd -> Lux velvet p2
Poser Velvet Ks -> Lux velvet p3
Poser Velvet Edginess -> Lux velvet thickness
Quote - Flenser,
Remove ALL Poser nodes attached to the ambient, and the error goes away, I had the same issue on page 48. (for the "inp" error anyway)
Vicky's skin had ambient_value set, after I set them all to 0 the inp error went away.
Is there a way to set all ambient_values to 0? It's very annoying to have to change every piece of skin material by hand.
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 - Flenser,
Remove ALL Poser nodes attached to the ambient, and the error goes away, I had the same issue on page 48. (for the "inp" error anyway)
Vicky's skin had ambient_value set, after I set them all to 0 the inp error went away.
Is there a way to set all ambient_values to 0? It's very annoying to have to change every piece of skin material by hand.
There is a freebie Python floating around that turns all Diffuse to .08, I think is should be an easy hack to make switch all Ambients too...
Save this in a file with extension ".py"
import poser
scene = poser.Scene()
EXCLUDEDACTORS="UNIVERSE","GROUND",
for ac in scene.Actors() :
if ac.InternalName() in EXCLUDEDACTORS : continue
if (ac.IsProp() or ac.IsBodyPart()):
print ac.Name()
for mat in ac.Materials() :
n=mat.ShaderTree().Node(0)
n.InputByInternalName("Ambient_Color").SetColor(0,0,0)
n.InputByInternalName("Ambient_Value").SetFloat(0)
scene.DrawAll()
print "Done."
Testversion Alpha 1.41a, Download here
This version has experimental metal and mirror support. Please give feedback after experimenting.
Add a reflection-node as usual. If Diffuse_Color is Black the exporter assumes a mirror, else metal.
Imagenodes may be attached to skin/velvet/mirror/metal. A few simple math- and other nodes too. But results may come out unexpected.
Quote - Testversion Alpha 1.41a, Download here
This version has experimental metal and mirror support. Please give feedback after experimenting.
Add a reflection-node as usual. If Diffuse_Color is Black the exporter assumes a mirror, else metal.
Imagenodes may be attached to skin/velvet/mirror/metal. A few simple math- and other nodes too. But results may come out unexpected.
Hmmm, File Not Found.
"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 - Testversion Alpha 1.41, Download here
This version has experimental skin and velvet support. Please give feedback after experimenting.
(1.40 is still downloadable from my footer if this version does not work for you).
SKIN:
Poser Skin SkinColor -> Lux mattetranslucent Kr
Poser Skin SheenColor -> Lux mattetranslucent Kt
Poser Skin Thickness -> Lux glossy d
Poser Skin eta -> Lux glossy indexVELVET:
Poser Velvet Velvet_Color -> Lux velvet Kd
Poser Velvet Ka -> Lux velvet p1
Poser Velvet Kd -> Lux velvet p2
Poser Velvet Ks -> Lux velvet p3
Poser Velvet Edginess -> Lux velvet thickness
On the Metal Support (1.41) version we should follow this :
"Add a reflection-node as usual. If Diffuse_Color is Black the exporter assumes a mirror, else metal."
How are the "Skin" conversions created, do we need to have a specific Poser node or channel "on" ?
I run the script, it works like normal, but there is no difference in the lxm output.
On the"Skin" version should we do similar like the Metal.
Maybe it is due to Lux version .7, I cannot run V.8 because of OSX 10.6- Just a thought.
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 -
Maybe it is due to Lux version .7, I cannot run V.8 because of OSX 10.6- Just a thought.
Look for version 7.1! This version has mattetransulcent, velvet and "multibounce" addition to glossy.
Thanks ADP!
7.1 is Linux build :(
Test build .8 is OSX 10.6 only, I am wondering they are going to drop OSX 10.5 support all the way around.
Well I'll make due with what I have for the time being ;),
Seems we better wait with displacement-map support. Read this for more information: http://www.luxrender.net/forum/viewtopic.php?f=8&t=4684
Quote - > Quote - mattetranslucent skin mixed with velvet in 80/20 ratio.
The only light in the scene is a lightbox, from 3DC's Photostudio set, made into a light emitter.
Needs a bit glossy for my taste ...
Yeah, I thought so too ;o). She needs some Lubriderm ;o).
Gonna be hard to mix three things though, but I think it can be done so long as they all are parts of 1. Maybe Mattetrans 50/Velvet 30/Gloss 20? Thinking about how Luxrender reads them and codes them though, maybe not... Might have to mix two and then mix that one with another.
Laurie
Experimental Version 1.42 Download here
This version has experimental skin, velvet, mattetranslucent, metal, mirror and glass support. Please give feedback after experimenting.
(1.40 is still downloadable from my footer if this version does not work for you).
Base is a glossy-shader. Other shaders are mix-ins.
Poser translucence -> Lux mattetranslucent
Poser Refraction -> Lux Glass
Would be nice if someone could play with this. Maybe some parameters are better changed.
Quote - Experimental Version 1.42 Download here
This version has experimental skin, velvet, mattetranslucent, metal, mirror and glass support. Please give feedback after experimenting.
(1.40 is still downloadable from my footer if this version does not work for you).
Base is a glossy-shader. Other shaders are mix-ins.
Poser translucence -> Lux mattetranslucent
Poser Refraction -> Lux GlassWould be nice if someone could play with this. Maybe some parameters are better changed.
Getting a 'file not found' for 1.42.
Poser Pro 11, DAZ Studio 4.9
Quote - > Quote - > Quote - mattetranslucent skin mixed with velvet in 80/20 ratio.
The only light in the scene is a lightbox, from 3DC's Photostudio set, made into a light emitter.
Needs a bit glossy for my taste ...
Yeah, I thought so too ;o). She needs some Lubriderm ;o).
Gonna be hard to mix three things though, but I think it can be done so long as they all are parts of 1. Maybe Mattetrans 50/Velvet 30/Gloss 20? Thinking about how Luxrender reads them and codes them though, maybe not... Might have to mix two and then mix that one with another.
Laurie
I think the mix works on 2 at a time, maybe mattetrans50/gloss50 -> mix70/velvet30?
Will give it a try over the weekend.
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 - Experimental Version 1.42 Download here
This version has experimental skin, velvet, mattetranslucent, metal, mirror and glass support. Please give feedback after experimenting.
(1.40 is still downloadable from my footer if this version does not work for you).
Base is a glossy-shader. Other shaders are mix-ins.
Poser translucence -> Lux mattetranslucent
Poser Refraction -> Lux GlassWould be nice if someone could play with this. Maybe some parameters are better changed.
If you mean attaching a refract node to the Poser surface and it translates into Lux as glass....it's not working at all. Had to hand edit the material file.
"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
For me the material above computes to the following Lux file (important parts only):
#-----> luxball_new_1/material:glass <-----
MakeNamedMaterial "luxball_new_1/material:glass" "string type" ["glass"]
"string Kr" ["0.024222943199534778, 1.0, 0.22331043694287706"]
"color Kt" [0.215686276555 0.54509806633 1.0]
"float index" [1.5]
"float cauchyb" [0.20000000298]
"float filmindex" [0.850000023842]
######################
#-----> luxball_new_1/material:glass_1 <-----
MakeNamedMaterial "luxball_new_1/material:glass_1" "string type" ["glossy"]
"color Kd" [0.139313726983 0.139313726983 0.139313726983]
"color Ks" [0.0172058831287 0.0172058831287 0.0172058831287]
"float uroughness" [0.32760295434]
"float vroughness" [0.32760295434]
######################
#-----> luxball_new_1/material <-----
MakeNamedMaterial "luxball_new_1/material" "string type" ["mix"]
"string namedmaterial1" ["luxball_new_1/material:glass"]
"string namedmaterial2" ["luxball_new_1/material:glass_1"]
"float amount" [0.0]
As you can see, the "mix amount" is 0, because Refraction_Value is 1. So the glossy part is ignored.
The colors defined in Poser are assigned to the glass material as follows:
Poser Refraction_Color -> glass Kr
Poser Refraction Node Background -> glass Kt
Poser Refraction Node Index_of_Refraction -> glass index
Poser Refraction Node Quality -> glass couchyB
Poser Refraction Node Softness -> glass film
Poser Refraction Node Raybias -> glass filmindex
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Post your *.lxl and *.lxs file. I'll set up a scene here with the same data and try to find out.