Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 09 11:21 pm)
Quote -
<material name="Green Car Paint" type" "carpaint">
There's a typo here. Should read type="carpaint"
Pose2Lux doesn't know how to merge libraries with the same name, so it's best to use a different name.
Here is the Green Car Paint without the typo and with a non-conflicting library name:
"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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Quote - Testing something...
I've uploaded the material. Just change the .txt extension to .xml and see if it works for you. If someone could let me know that would be great ;o).
Laurie
It works fine for me.
By the way, you've replicated one of my own errors: in the 'GreenGel@mattetranslucent' material the parameters are duplicated. It doesn't matter because Pose2Lux only reads the first set it finds, but you can safely delete the redundant second copy of them :-)
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Quote - And here's the green gel from the wiki page. It works. I checked ;o):
I like this green gel!
Here's a more general purpose variant:
"color Kr" [0.95 0.95 0.95]
"color Kt" [USE_KD]
"float index" [1.4]
"float cauchyb" [0.1]
"color Kr" [USE_KD]
"color Kt" [USE_KD]
"float sigma" [1.0]
<mix_1>Gel@glass</mix_1>
<mix_2>Gel@mattetranslucent</mix_2>
<mix_amount>0.2</mix_amount>
This version takes the colour from the Diffuse Color channel in Poser's material room.
Note that this parameter substitution technique only works for the inputs of a material, not for inputs of a texture. However, I think that could be added if wanted.
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Attached Link: Pose2Lux v0.7.3 ALPHA
> Quote - Does anyone know the Luxrender parameters for SSS and glossy translucent? > > Pretty please? ;o) > > LaurieSSS isn't so straightforward - I'll come back to that.
Glossy translucent is explained in the Wiki here.
As a Pose2Lux library file it looks like this:
"color Kd" [USE_KD]
"color Kt" [USE_KD]
"color Ks" [USE_KS]
"float uroughness" [0.1]
"float vroughness" [0.1]
"color Ka" [0.0 0.0 0.0]
"float d" [0.0]
"float index" [0.0]
"bool multibounce" ["false"]
"float texture" [USE_BUMPMAP]
"bool onesided" ["true"]
Note that in Pose2Lux v0.7.1 you should only use the USE_BUMP parameter if the Poser material has a bump map assigned.
Better, download v0.7.3, which checks that there is one before trying to write it out :-) Oh, the joys of alpha testing!
If you decide to set the 'onesided' paramter to "false", then you should provide another definition of all the parameters except bumpmap, 'color Kd' and 'color Kt' again, but with the prefix 'backface_', e.g. "color backface_Ks" etc.
Oh, and the 'Index' parameter isn't mentioned in the Wiki article, but does appear in the Luxrender source code. I'm assuming it's the IOR.
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Just as an aside, some of the materials have a parameters definition like this:
The defaults for all these are "no", so you can omit any that aren't "yes" if you want. And, if they are all being left as "no", you can omit the entire tag :-)
You might be wondering what these are for, seeing as you can use the same parameters in the tags?
Basically, if you use something like 'USE_KS' in an input tag, it tells Pose2Lux to fetch the appropriate value from the Poser material room and put it exactly where you've told it to. Easy.
If you put USE_KS="yes" in the tag, it tells Pose2Lux to fetch the value as before, but to use it as it deems fit, i.e. it will make the most appropriate tags that it can based on the material type that it's being applied to.
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Oops!
The bumpmap line is obviously a load of rubbish!
Should read:
"color Kd" [USE_KD]
"color Kt" [USE_KD]
"color Ks" [USE_KS]
"float uroughness" [0.1]
"float vroughness" [0.1]
"color Ka" [0.0 0.0 0.0]
"float d" [0.0]
"float index" [0.0]
"bool multibounce" ["false"]
"texture bumpmap" [USE_BUMPMAP]
"bool onesided" ["true"]
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Quote - how can we use IOR settings for glossy?
Define a glossy material in an XML file and load it into Pose2Lux:
"color Kd" [USE_KD]
"color Ks" [USE_KS]
"float uroughness" [0.1]
"float vroughness" [0.1]
"color Ka" [0.0 0.0 0.0]
"float d" [0.0]
"float index" [0.0]
"texture bumpmap" [USE_BUMPMAP]
Obviously changing the names of the library and material to suit your own needs.
You could save several versions of this simple glossy material in your library, each with a different IOR set in the "float index" field (defaulting to 0.0 in the example above)
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Quote - > Quote - how can we use IOR settings for glossy?
Define a glossy material in an XML file and load it into Pose2Lux:
"color Kd" [USE_KD]
"color Ks" [USE_KS]
"float uroughness" [0.1]
"float vroughness" [0.1]
"color Ka" [0.0 0.0 0.0]
"float d" [0.0]
"float index" [0.0]
"texture bumpmap" [USE_BUMPMAP]
Obviously changing the names of the library and material to suit your own needs.
You could save several versions of this simple glossy material in your library, each with a different IOR set in the "float index" field (defaulting to 0.0 in the example above)
could you use the blinn node from poser to tell pose2lux what kind of IOR number to use? that way it would be automatic?
Blinn??!
As far as I'm aware, the only node in Poser that has a setting for IOR is refract. It sure isn't blinn. Besides, until Snarly can get a material mixer into the exporter, the .xml files are very easy to adjust. Where he showed you to put "float index" you just add any IOR you want. Glass, about 1.4, gemstones - varies, water 1.2-1.3 or so, etc.
http://www.m3corp.com/a/tutorials/refraction.htm
http://vray.info/topics/t0077.asp
Laurie
Quote - Define a glossy material in an XML file and load it into Pose2Lux:
Apologies for asking such a rookie question this early but how do I load the xml files into Pose2Lux?
Can't see an option to do this in the interface. Do I need to edit the python file?
Tell me to WaitForThe'Fantastic'Manual if appropriate :biggrin:
Poser Pro 11, DAZ Studio 4.9
Quote - You don't need to edit the python file ;). When you open the exporter script and analyze the scene, go to File/Load material library (or something similar - don't have it open right now ;)).
Laurie
Thanks Laurie, always the last place you look
**** wanders off even more determined to find a 'smacks self in head' smiley ****
Poser Pro 11, DAZ Studio 4.9
Attached Link: Pose2Lux v0.7.6 ALPHA
Update to v0.7.6 via attached linkChanges since 0.7.3:
Bugfix: Interior/exterior volume code now handled correctly in all cases
Bugfix: Using 'cancel' when choosing a folder on the Paths screen handled correctly
Parameter replacement in Texture inputs enabled
Copy from export path to lux name added
Refactoring of material analysis code
'Paths' screen added. Default folders added to 'saved settings'
Default sampler changed to 'Metropolis'
More robust handling of XML exceptions
Automatic loading of material libraries from designated folder
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Here is an example of the use of volumes in an XML file for import into Pose2Lux.
NB: First, ensure you are using the latest version of Pose2Lux - v0.7.6.
This is an example of lake water. Change the parameter in the 'Lake water' material to change how 'choppy' the water is. Values from 0 to 2 will give optimal results.
"bool architectural" ["false"]
"bool dispersion" ["false"]
Examples/clearwater
Examples/water@scale
0.5
False
<used_texture>Examples/water@disp</used_texture>
<used_texture>Examples/water@scale</used_texture>
"texture fresnel" ["Examples/water"]
"color absorption" [0 0 0]
<used_texture>Examples/water</used_texture>
"float value" [1.33]
"float distamount" [1.6]
"float noisesize" [0.25]
"float nabla" [0.025]
"string type" ["blender_original"]
"string noisebasis" ["blender_original"]
"float bright" [1.0]
"float contrast" [0.5]
"vector scale" [1.0 1.0 1.0]
"vector rotate" [0 0 0]
"vector translate" [0 0 0]
"texture tex1" ["Examples/water@disp"]
"float tex2" [0.1]
Some notes:
The inputs , and override any displacement settings in the Material's shader, enabling you to implement procedural displacement.
Only use one input per material
For water to look correct in Lux it MUST have an environment - a lake bed and banks. The water surface is not textured like Poser water: it needs something to be underneath it to look right!
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Is anyone able to explain the parameters of glass2 to me? I'd like to create some gemstones and would rather use the glass 2 material than the original glass ;). Unfortunately though, I need a detailed explaination (in layman's terms) of what each paramter does because shader setups are hard enough for me as it is...lol.
Laurie
Has anyone figured out a nice set of materials for all the zones of an V4 Eye (Pupil, Iris, Tear, Sclera ... ) or has a suggestion?
I'm struggling here bit =(
I thought I would leave it very simple in Poser (P2010) in the various zones, while just plugging an Image_map to the Diffuse_Color channel and one to the Bump. No other nodes in use.
Thanks.
It might worth mentioning that you can save yourself some time by using Pose2Lux's template feature:
Step 1: In Poser, rename the actor (figure or prop) which will provide the template to PL2_GENERIC.
Step 2. Run Pose2Lux and assign the Lux materials you want in the template to the PL2_GENERIC 'owner'. Ensure that all other materials are left unassigned.
Step 3. Save your scene materials. You should end up with a saved file which only contains material settings for the PL2_GENERIC owner.
Next time you load this saved material file it will apply the material settings to the owner currently selected in the Material screen, BUT ONLY if you have also selected 'Show only selected owner'. It won't matter what the name of the owner is, so long as it is showing in the Material screen and you have the 'Show only selected owner' box ticked.
You can use this technique to save a template of V4 materials, or even just the eye materials.
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Attached Link: Pose2Lux beta version
** BETA VERSION**Version 0.8.0
See changelog.txt for details of changes since the last version uploaded.
Free stuff @ https://poser.cobrablade.net/
Attached Link: Pose2Lux 0.8.1 BETA
And the first bug fix release :-)Please download this if you're having problems with conforming clothing not staying conforming when using Pose2Lux.
Actually, download it anyway, it'll make you happy :-)
Free stuff @ https://poser.cobrablade.net/
Um, is this like a bad place for a total newbie to jump in with silly questions, or would you prefer that I start a new thread for the total LuxRender-naive?
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]
Attached Link: Pose2Lux 0.8.2 beta
Minor update to v0.8.2.Free stuff @ https://poser.cobrablade.net/
Content Advisory! This message contains nudity
Attached Link: By the pond,
An example of a render in Luxrender via Pose2Lux exportFree stuff @ https://poser.cobrablade.net/
thanks for that tip, laurie. & for those excellent metals.
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
One thing about the .xml files. It would be wise to consolidate them as much as possible so that you don't have 50 .xml files with only one material in them on opening. Try and copy and paste materials into fewer .xml files with more materials in them ;) Maybe separate by fabrics and leather, metals, glasses and gems, etc.
Laurie
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I've uploaded the material. Just change the .txt extension to .xml and see if it works for you. If someone could let me know that would be great ;o).
Laurie