Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
Okay, so I have tried to export a test scene about 7 times. Finally, somehow (and I'm mystified as to what I did right), I got skin textures to export properly into Lux. Of course, I could be the version of Luxrender that I went render in. I was trying out the 64 bit version and on me last export decided to use the 32 bit version. So I've finally got skin going with texture maps in place. Is there any way some material options can be added? Like red car paint? Black leather?
"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, so I have tried to export a test scene about 7 times. Finally, somehow (and I'm mystified as to what I did right), I got skin textures to export properly into Lux. Of course, I could be the version of Luxrender that I went render in. I was trying out the 64 bit version and on me last export decided to use the 32 bit version. So I've finally got skin going with texture maps in place. Is there any way some material options can be added? Like red car paint? Black leather?
Pose2Lux will soon have a user guide which will demystify the process somewhat.
Do be aware that although Pose2Lux attempts to read the Poser shader tree to understand the materials it has nothing like the sophistication of BB's material analysis in LuxPose (and most likely never will). Pose2Lux will work best on scenes made using P4 style materials. Results with shaders plugged into Alt Diffuse and Alt Specular will almost certainly be suboptimal. It is best to build your scenes with Pose2Lux in mind, rather than use it on existing scenes which may have shader trees which are too complex for it to handle accurately.
The alpha release will enable you to load user-defined material libraries into Pose2Lux, so if you have the knowledge to build Lux materials then you will be able to use them in Pose2Lux. The user-defined libraries are in XML format and Pose2Lux will come with an example file to get you started.
A future version of Pose2Lux will have a material editor built in.
As for the skin materials, Pose2Lux has a database of figures for which it knows the skin material zones. If Pose2Lux is not correctly identifying for a figure you are using then let me know and I'll explain how to get it added to the database. It currently has 53 figures in the database so should cope with most of the more popular figures.
One last thing: the version posted is pre-alpha. It has known bugs in it, and most probably several unknown ones. Some bugs have been fixed in the alpha version, which I hope to post later today, or tomorrow.
Free stuff @ https://poser.cobrablade.net/
Quote - What happened to the other Poser to Lux exporter? I've been off the website for a while & I've missed all the action or lack of, whichever the case is.
It will be awesome beyond your wildest dreams, and it will only take a week to implement.
Of course, no one knows which week.
...or which year.
-- I'm not mad at you, just Westphalian.
Quote - What happened to the other Poser to Lux exporter? I've been off the website for a while & I've missed all the action or lack of, whichever the case is.
odf had other obligations (which he made clear at the beginning of the project - namely, Antonia), BB had other contractual obligations with his paid work and the rest kind of just drifted away ;o).
This exporter is a lot more useable for the end user right out of the gate who doesn't like to/can't hack the luxrender files, there is nothing to install but the python script itself and Snarlygribbly - at least for now - seems very motivated to make it a really nice product :o).
Laurie
Here is the Alpha version (v0.7.1)
I will now begin on the documentation.
There will be a quickstart guide and a user manual
Feedback, bug reports, comments, feature requests and renders are all welcome.
For information, material editing and enhanced control over emitters are already on the list for v2 (if I ever get there!)
Free stuff @ https://poser.cobrablade.net/
Here is the Alpha version (v0.7.1)
I will now begin on the documentation.
There will be a quickstart guide and a user manual
Feedback, bug reports, comments, feature requests and renders are all welcome.
For information, material editing and enhanced control over emitters are already on the list for v2 (if I ever get there!)
Free stuff @ https://poser.cobrablade.net/
I've been interested in this project since it started out here (in this other threat). Always was getting the latest news and updates.
I'm really happy now, that this project getting a 2nd chance again, or better said a kind of a parrallel existance, to the 1st one. :)
Thanks for pushing it again! And thanks for all the work that goes into this project!
Just one thing ... did the link, to v.0.7.1, vanish in Snarlygribbly's latest post? Because I can't see it (anmore?)
Attached Link: Pose2Lux v0.7.1 (alpha)
Ok, obviously it won't let me upload, so here's a link to its web location.Free stuff @ https://poser.cobrablade.net/
Quote - I have a quick feature request, I've seen some pretty good texture addons that can be loaded through Blender for LuxRender, is there any way to have Pose2Lux load them? they're .lbm files.
I can't make much sense of the .lbm files. Also, I haven't been able to get to the Materials library on the Lux site for quite a while - do you have a new address for it?
What I could do is add any of the materials to the Pose2Lux libraries if someone helped by applying the material to a simple primitive in blender and outputting an .lxm file for me to look at.
Free stuff @ https://poser.cobrablade.net/
Attached Link: http://www.renderosity.com/mod/gallery/full.php?image_id=2172914
I guess I'll be the first to post an image with the new exporter alpha ;). Hope ya like.Laurie
Wow, Laurie - those lights!!! How long did that render go for? My stars, there's some lovely detail in that scene... and it all looks so soft and un-Poser-like. Well done!
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Quote - I can't make much sense of the .lbm files. Also, I haven't been able to get to the Materials library on the Lux site for quite a while - do you have a new address for it?
Someone on the forums over there has started a tread for posting new materials until the database is back up. Only a few on it including a jade material.
Daz Studio 4.8 and 4.9beta, Blender 2.78, Sketchup, Poser Pro 2014 Game Dev SR5 on Windows 8 Pro x64. Poser Display Units are inches
Quote - Wow, Laurie - those lights!!! How long did that render go for? My stars, there's some lovely detail in that scene... and it all looks so soft and un-Poser-like. Well done!
Thanks! :)
Took about 15 or 16 hours to render and a while to set up in Poser as well ;). It's been a long time since I've sat for hours and hours setting up a Poser scene - maybe YEARS...lol. Then spent hours fiddling with the lights in Luxrender yet....hehe. I just love watching them turn on and off in the scene as you render :D.
I know a lot of people are probably groaning when they see how long a render takes - actually in a darkened room like that, a render will take a lot longer than in bright light - but if you've ever used Vue back in the day, a day-long render time is nothing...lol. Especially when you get results like that ;).
Laurie
16 hours long render? once, in Planetside Terragen forum, I read a discussion about a render which had taken 709 hours (29 days 8 hours) to complete.
I am sure that Lux will improve the speed with GPU support; anyway, unbiased renderers are infamous for their time requirements so arm yourself with patience.
One thing that might be useful to check is whether tools like NeatImage, used by photographers to remove high ISO noise, are capable of killing renderers noise; if so, a 50$ investment might save literally hours.
GIMP 2.7.4, Inkscape 0.48, Genetica 3.6 Basic, FilterForge 3 Professional, Blender 2.61, SketchUp 8, PoserPro 2012, Vue 10 Infinite, World Machine 2.3, GeoControl 2
Quote - One thing that might be useful to check is whether tools like NeatImage, used by photographers to remove high ISO noise, are capable of killing renderers noise; if so, a 50$ investment might save literally hours.
I'll look into it. One of the things that does drive me nuts is the time it takes to render out the noise in the shadows.
Laurie
that'd make a great promo image for P2L. but how'd you get the luxball into poser? ps best looking skin yet
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
Tips when using Pose2Lux (that I've noticed):
When using outdoor lighting, use an infinite for a sun and diffuse IBL for the sky. You can then balance the direct light from the sun with the ambient light from the sky easier in Luxrender.
Emitters make softer shadows than actual lights. I'm not sure why this is, just that it is ;o).
Laurie
Re the Luxrender materials site
"Hi,
The LRMDB is now offline until the upgrades are complete.
The new LRMDB is to have a fairly extensive XMLRPC interface so that software other than the web-interface can use it. If anyone would like to see the XMLRPC specification for it, in order to start developing client programs, please PM me for details. Of course, the main purpose of such an interface is for exporter integration. XMLRPC libraries should be easily available for all major programming languages; it is built in to the python standard library, for example (xmlrpclib).
This new interface could also mean being able to have an Air/Flex (Flash) type app for desktop or web use - again, if anyone thinks this is a good idea, let me know.
Cheers,
Doug."
Airport security is a burden we must all shoulder. Do your part, and please grope yourself in advance.
Quote - Emitters make softer shadows than actual lights. I'm not sure why this is, just that it is ;o).
Because the hardness of shadows depends on the light source's size, and anything except a light-emitting surface is (mathematically) a point, I guess.
In real life, if you want a soft light (and soft to no shadows), you use huge lights (with many bulbs, and/or huge diffuser screens in front of them).
It is AyaneMatrix's 'rough leather' texture from the LuxPose entry on the Wiki, slightly modified because the original used the deprecated 'glossy_lossy' material. I have converted it to the newer 'glossy' material.
Copy and paste the definition below into your text editor and save it with an .xml extension. It can then be loaded into Pose2Lux.
"texture Kd" ["Leather/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" ["Leather/rough_leather::bumpmap.scale"]
"bool multibounce" ["true"]
<used_texture>Leather/rough_leather::Kd::amount</used_texture>
<used_texture>Leather/rough_leather::Kd</used_texture>
<used_texture>Leather/rough_leather::bumpmap</used_texture>
<used_texture>Leather/rough_leather::bumpmap.scale</used_texture>
"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 amount" ["Leather/rough_leather::Kd::amount"]
"color tex1" [0.090444 0.038903 0.038903]
"color tex2" [0.013517 0.000159 0.000159]
"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 tex1" ["Leather/rough_leather::bumpmap"]
"float tex2" [0.0010000000475]
Free stuff @ https://poser.cobrablade.net/
Attached Link: Poser-compatible luxball scene
> Quote - that'd make a great promo image for P2L. but how'd you get the luxball into poser? ps best looking skin yetIf you'd like my Poser-compatible hacked version of the Luxball you can download it from the attached link. It's about 3mb in size (zipped).
For my convenience I've scaled the size of the original right down. Let me know if you'd like a version at the original scale.
Free stuff @ https://poser.cobrablade.net/
downloading now--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 - Here is an example of a procedural texture which can be imported into Pose2Lux.
It is AyaneMatrix's 'rough leather' texture from the LuxPose entry on the Wiki, slightly modified because the original used the deprecated 'glossy_lossy' material. I have converted it to the newer 'glossy' material.
[snip]
I guess that even though I can't directly assist in testing Pose2Lux, it seems that I'm still contributing in some way. ;) Which reminds me, since the xml code seems fairly easy to use and convert materials for use in P2L, would anyone be opposed if I go ahead and see about making what I've posted compatible for the exporter?
Someone will have to double check to see if this works as intented, but here's my Green Car Paint material below as the forums don't seem to like xml files much. As with Snarlygribbly's post, copy and save the material with the .xml extension. Let me know if there are any problems with the material code.
And thanks Snarlygribbly for cleaning up my slight mess in the roucgh leather material. Looking at the original material made me almost want to cringe.
<material name="Green Car Paint" type" ["carpaint"]
"color Kd" [0.124526 0.294963 0.203289]
"color Ks1" [0.754852 0.773852 0.500392]
"color Ks2" [0.442047 0.629024 0.290352]
"color Ks3" [0.227329 0.546751 0.374624]
"float R1" [1.000000]
"float R2" [1.000000]
"float R3" [1.000000]
"float M1" [1.000000]
"float M2" [1.000000]
"float M3" [1.000000]
And here's the green gel from the wiki page. It works. I checked ;o):
"color Kr" [0.95 0.95 0.95]
"color Kt" [0.0 0.5 0.2]
"float index" [1.4]
"float cauchyb" [0.1]
"color Kr" [0.0 0.5 0.2]
"color Kt" [0.0 0.5 0.2]
"float sigma" [1.0]
<mix_1>GreenGel@glass</mix_1>
<mix_2>GreenGel@mattetranslucent</mix_2>
<mix_amount>0.2</mix_amount>
This was probably mentioned in the other thread, but if you want to change a color, like say you want purple gel rather than green, here's a handy tool (jcpicker) to have as it gives you the RGB colors from 0.0 to 1.0 as Luxrender likes them and you can pick just the color you want from a picture or something :o)
Laurie
Gah, totally missed this the first time around, but here's the fixed version of the car paint material:
<material name="Green Car Paint" type" "carpaint">
"color Kd" [0.124526 0.294963 0.203289]
"color Ks1" [0.754852 0.773852 0.500392]
"color Ks2" [0.442047 0.629024 0.290352]
"color Ks3" [0.227329 0.546751 0.374624]
"float R1" [1.000000]
"float R2" [1.000000]
"float R3" [1.000000]
"float M1" [1.000000]
"float M2" [1.000000]
"float M3" [1.000000]
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This looks very exciting wish I had more free time to be a tester. I got P6 and p8 on my computer but school + work + wedding own me.