Tue, Nov 26, 7:04 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 6:57 am)



Subject: Pose2Lux questions and answers...


RFreise ( ) posted Wed, 16 March 2011 at 3:44 PM

Open CL is still a WIP in Lux and still has problems last I heard


Snarlygribbly ( ) posted Wed, 16 March 2011 at 4:25 PM

Quote - Is there any separate requirements for Pose2Lux Pro we should know about? 

The requirements are the same at the moment. However, that may change in the future as Pose2Lux Pro will make use of any new features intoduced in future versions of Luxrender. For the moment, though, Pose2Lux Pro should work fine if Pose2Lux v1 did.

And thank you for the nice comments :-)

Free stuff @ https://poser.cobrablade.net/


RobynsVeil ( ) posted Wed, 16 March 2011 at 5:35 PM

Quote - ## Pose2Lux website ## Soon there will be one! Especial thanks go to RobynsVeil who has volunteered to create it and manage it for us.

Until I see what Robyn has in mind I'm not exactly sure how it will be used. Certainly, it will become the prime repository for download of all Pose2Lux related materials. It may also be the home of tutorials, gallery pics and so on. We'll see.

Regardless, rest assured that these Renderosity threads will remain an important source of interaction between those involved in the development of Pose2Lux and its users. I'll continue to monitor them and provide feedback and advice as needed.

Details about the new website will also be posted here when they are available.

I'll try to stay in outline form about the progress of the website.

  1. probably going with Drupal as the CMS (content management system) because it is the most flexible and allows for the greatest variety of content.
  2. Going to move as quickly as possible to get the site basically up and make the primary individuals (that I know of: Snarly and Laurie) admins so they can log on and add content and uploads and what-have-you.
  3. Details of exact what the site is meant to provide have to be worked out at this point, but I can easily envision a place for tutorials, a section for a manual, a sort-of blog where the developer can briefly drescribe what needs to be communicated, and a gallery
  4. The posibility for either contribution links, or a place to get pose2Lux stuff, so you can say with confidence: "Yup, been there, got that, in my workflow, got the t-shirt." :biggrin:

Oh, and I'm open to suggestions.

Key points of this website is going to be:

  • Quick setup, not a lot of work to maintain
  • Flexible to add stuff as we need to
  • Secure
  • Attractive (should be no. 1, I know 😉 )
  • Fast to load for users, easy to navigate

 

Ambitious, I know... but totally doable.

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] 

Metaphor of Chooks


masha ( ) posted Wed, 16 March 2011 at 5:37 PM

Have not been able to do anything 3D for months, but I've been lurking and learning at least in theory on the forums.

Firstly Snarly, great appreciation for you picking up the baton and bringing this Lux capability to Poser when it looked dead in the water.  It's going to  make such a huge improvement in rendering Poser scenes and advancing the program to a level way above what it's capable of now.

Next the excellent team who are a part of this development so far,  freely sharing and helping according to their talents - how GOOD are you all too!  This and the Antonia project shows up the positive spirit of like-minded and generous people. It SHINES!  Laurie you're a beacon. Big thanks to you all!

Perhaps eventually  I too will be able to add some small contribution though, oddly, I rarely do stills as animation is my interest, but Pose2Lux is going to inspire me to and in coming developments animation will probably become pheasable too - it's exciting!

So the interest in tutorials is surely there in big numbers amongst us lurkers too.   It will allow us to be doers eventually too.



RobynsVeil ( ) posted Wed, 16 March 2011 at 5:40 PM

Quote - ## Pose2Lux XML library tutorial ## I'm thinking of doing an in-depth tutorial on how to build XML material libary files for use in Pose2Lux.

This will take a fair bit of time, time which could be spent on Pose2Lux's development, so I need to be sure there's sufficient interest before I decide to go ahead with it. Let me know if you think it's a worthwhile endeavour?

I'd be very keen, Snarly! I'm already mucking around some with materials... need to stop and finish task at hand, i.e., website, but yeah, I'd be into that!

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] 

Metaphor of Chooks


alexcoppo ( ) posted Fri, 18 March 2011 at 7:39 AM

Dear Snarlygribbly (oh dear, every time I have to cut and paste your name!) what about a future version of your gem for Vue?... I would gladly pay for it and I think lots of Vue users, especially professionals, would too.

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


LaurieA ( ) posted Fri, 18 March 2011 at 8:00 AM · edited Fri, 18 March 2011 at 8:01 AM

Do what the rest of us do and just use the first half of his screen name...lolol. It's less typing - although I do think the whole thing has a nice ring to it...lmao

Laurie



Snarlygribbly ( ) posted Fri, 18 March 2011 at 8:47 AM

Mr. Gribbly, esq. is also fine too :-)

Free stuff @ https://poser.cobrablade.net/


Xase ( ) posted Fri, 18 March 2011 at 2:41 PM

Quote - Mr. Gribbly, esq. is also fine too :-)

 

What about "Mr. Gribbly esq, Suuuuuuuper Genius"?


Snarlygribbly ( ) posted Fri, 18 March 2011 at 3:52 PM

Quote - Dear Snarlygribbly (oh dear, every time I have to cut and paste your name!) what about a future version of your gem for Vue?... I would gladly pay for it and I think lots of Vue users, especially professionals, would too.

It's certainly a possibility and I'll give it some serious thought. I'll do some preliminary investigations over the Summer and see how viable it is. The biggest obstacle is that I'm not a regular Vue user so have little understanding of the program. My own copy of Vue is now a couple of versions out of date - it's hard to keep up with the price of their updates! Still, we'll see.

My real name is Royston, by the way, if you find that easier :-)

Free stuff @ https://poser.cobrablade.net/


bu_es ( ) posted Sat, 19 March 2011 at 6:03 AM

I'm beginning to understand how it goes ..... Pose2Lux but I find a bug or something to make is that if you're working with another texture via python as Shana.Pues Inked to simply import the original textures with which he was v4 and not those of Shana tattoos.


bu_es ( ) posted Sat, 19 March 2011 at 6:33 AM

Yesterday I worked well but today I have a problem.

Exception in Tkinter callback
Traceback (most recent call last):
  File "C:Program FilesSmith MicroPoser Pro 2010RuntimePythonliblib-tkTkinter.py", line 1345, in call
    return self.func(*args)
  File "L:Poser developmentPloppose2luxpro.py", line 4661, in ExportToLux
  File "L:Poser developmentPloppose2luxpro.py", line 3382, in ExportLights
  File "L:Poser developmentPloppose2luxpro.py", line 1351, in
  File "L:Poser developmentPloppose2luxpro.py", line 795, in write
ValueError: need more than 2 values to unpack


alexcoppo ( ) posted Sat, 19 March 2011 at 7:12 AM

Quote - It's certainly a possibility and I'll give it some serious thought. I'll do some preliminary investigations over the Summer and see how viable it is. The biggest obstacle is that I'm not a regular Vue user so have little understanding of the program. My own copy of Vue is now a couple of versions out of date - it's hard to keep up with the price of their updates! Still, we'll see.

Tell E-On that you are planning to do a Vue port of Pose2Lux, show'em the stuff you've done and I am quite sure that they would be more than glad help you. Vue2Lux would be a blockbuster.

Bye!!!

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


bu_es ( ) posted Sat, 19 March 2011 at 7:35 AM

This bug is on the pose2Luxpro version0.2.1


Snarlygribbly ( ) posted Sat, 19 March 2011 at 7:47 PM · edited Sat, 19 March 2011 at 7:47 PM

Attached Link: Pose2Lux Pro v0.3.1

Thanks bu_es!

I've fixed the bug in version 0.3.1
Please download this version, you should find that your scene exports ok now.

Free stuff @ https://poser.cobrablade.net/


bu_es ( ) posted Sat, 19 March 2011 at 8:05 PM

The export works perfectly thanks .....


Latexluv ( ) posted Sun, 20 March 2011 at 10:40 PM

Quote - Thanks bu_es!

I've fixed the bug in version 0.3.1
Please download this version, you should find that your scene exports ok now.

 

I gave it a try and got this message. The exporter then froze and I had to close it.

 

Exception in Tkinter callback
Traceback (most recent call last):
  File "C:Poser 8RuntimePythonliblib-tkTkinter.py", line 1345, in call
    return self.func(*args)
  File "L:Poser developmentPloppose2luxpro.py", line 5005, in ExportToLux
  File "L:Poser developmentPloppose2luxpro.py", line 4174, in ExportGeometry
  File "L:Poser developmentPloppose2luxpro.py", line 1342, in init
  File "L:Poser developmentPloppose2luxpro.py", line 755, in get
  File "L:Poser developmentPloppose2luxpro.py", line 1029, in init
  File "L:Poser developmentPloppose2luxpro.py", line 1015, in
TypeError: unsubscriptable object

 

Error may have been generated by a wine glass propt I was using.

"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

 

 


Snarlygribbly ( ) posted Mon, 21 March 2011 at 4:20 AM

This error is not related to bu_es' problem.

Is the wine glass prop a freebie and if so, can you point to where I can get a copy? Otherwise, can you confirm that it is UV mapped?

Free stuff @ https://poser.cobrablade.net/


Latexluv ( ) posted Mon, 21 March 2011 at 6:02 PM · edited Mon, 21 March 2011 at 6:03 PM

I have no idea where I got this wine glass. I think I remember that it was a 3ds file that I made a prop out of and likely was not UV mapped.  It was definitely the glass though because when I took it out of the render, the export went without a hitch. I'm not going to put another prop glass in at the moment. I'm trying to figure out using Point Lights.

"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

 

 


Snarlygribbly ( ) posted Mon, 21 March 2011 at 7:50 PM

Quote - I have no idea where I got this wine glass. I think I remember that it was a 3ds file that I made a prop out of and likely was not UV mapped.  It was definitely the glass though because when I took it out of the render, the export went without a hitch. I'm not going to put another prop glass in at the moment. I'm trying to figure out using Point Lights.

Pose2Lux doesn't like it if there's no UV map, so that's probably the cause of it. I'll investigate further and see what can be done. In the meantime, best to use props which have been UV mapped.

Free stuff @ https://poser.cobrablade.net/


odf ( ) posted Mon, 21 March 2011 at 8:11 PM

I seem to remember fixing some UV-related problems in pydough back in the day, so I'm a bit surprised at this. I'll go and check, but I have no idea if the pydough-code within Pose2Lux is in sync with what I have up on github.

At any rate, it would be great if I could get my hands on that wine glass for testing.

-- I'm not mad at you, just Westphalian.


Snarlygribbly ( ) posted Tue, 22 March 2011 at 5:25 AM

Quote - I seem to remember fixing some UV-related problems in pydough back in the day, so I'm a bit surprised at this. I'll go and check, but I have no idea if the pydough-code within Pose2Lux is in sync with what I have up on github.

At any rate, it would be great if I could get my hands on that wine glass for testing.

Hi ODF,

I've made very few changes to the pydough code. The changes have primarily been to expand the call back mechanism to allow me to write out data for volumes and portals. I've not changed any of the actual geometry code -  it has been working so wonderfully well that there has been no need to!

The error is occurring within the SimpleMesh class definition:

tgrab = lambda p, sets: sets[p.Start() : p.Start() + p.NumTexVertices()]

This line fails because in LatexLuv's scene 'sets' is unsubscriptable, having been called from the line:

self.tpolys = [tgrab(p, tsets) for p in tpolys]

Without the wine glass for testing, I'm guessing that tsets = None for this object?

As I mentioned before, you're very welcome to have a copy of the pose2lux source code for reference, should it be of any interest to you.

Free stuff @ https://poser.cobrablade.net/


odf ( ) posted Tue, 22 March 2011 at 6:13 AM

That was an easy one.

Change this line:

  self.tpolys = [tgrab(p, tsets) for p in tpolys]

into this:

  if tsets:
    self.tpolys = [tgrab(p, tsets) for p in tpolys]
  else:
    self.tpolys = []

-- I'm not mad at you, just Westphalian.


Snarlygribbly ( ) posted Tue, 22 March 2011 at 4:27 PM

Thanks ODF, that fix is included in the latest update.

Royston

Free stuff @ https://poser.cobrablade.net/


RobynsVeil ( ) posted Tue, 22 March 2011 at 4:57 PM

Website updated. Thanks, Royston and odf.

--Robyn

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] 

Metaphor of Chooks


ErickL88 ( ) posted Thu, 24 March 2011 at 10:08 AM

As what kind of a light is P2L/Luxrender interpreting Diffuse IBL lights, when exporting?

They often turn out to be immense bight in Lux.



Snarlygribbly ( ) posted Thu, 24 March 2011 at 11:31 AM

Hm, they do don't they?

I'll make an adjustment in the next update, coming later today.

Free stuff @ https://poser.cobrablade.net/


ErickL88 ( ) posted Thu, 24 March 2011 at 11:53 AM

Heh .. I didn't meant to cause you even more workload,Snarly, I was just curious as what kinda of light/light source Lux would "see" or "use" them (Sun, light bulb, spot light .. ) =) ... adjusting the them is just a slider move. So no worries. :)



Snarlygribbly ( ) posted Thu, 24 March 2011 at 12:09 PM · edited Thu, 24 March 2011 at 12:10 PM

Diffuse IBL lights are exported as Lux 'infinitesample' lightsources.

They might as well be as accurate as possible. You'll still probably want to adjust the gain in Lux a bit, but it'd be nice if the first view of your image in Lux was pretty close to the target exposure. It's no trouble to make an adjustment to see if it's better and if everybody shouts at me I'll put it back to what it was :-)

Free stuff @ https://poser.cobrablade.net/


Cariad ( ) posted Thu, 24 March 2011 at 12:21 PM

LOL!  Some of us are pretty good at grumbling as needed.

And mine today, is there a way to get a copy of the included skin materials in .xml?  Since I can't seem to find them.  I was hoping to poke through them as see if there is a way to create a more pale 'vamp' type skin material.


Snarlygribbly ( ) posted Thu, 24 March 2011 at 12:57 PM

Quote - LOL!  Some of us are pretty good at grumbling as needed.

And mine today, is there a way to get a copy of the included skin materials in .xml?  Since I can't seem to find them.  I was hoping to poke through them as see if there is a way to create a more pale 'vamp' type skin material.

The facility to export a library as XML is on the roadmap. It's intended to be used for when you use the material editor to create your own materials, but it'll be able to export built-in libraries too. However, it won't be available for a while.

I think the only skin that's ever been in XML format is the 'Snarly Skin' - all the others predate Pose2Lux's ability to use XML.

I'll see if I can dig that one out. It's possible it won't be exactly the same as the built-in one - I can't remember where I got to with it!

 

Free stuff @ https://poser.cobrablade.net/


Cariad ( ) posted Thu, 24 March 2011 at 1:10 PM

No worries!  I just need a reference point to start from more than anything else.  I admit I learn best by pulling apart other stuff and seeing how it works.  All the explanation in the world won't help but seeing it will.

So when and if you have the time.  Til then I am going to keep poking at the other stuff I am puttering with.

Oh now a material editor, that would make me a very happy girl indeed!


Snarlygribbly ( ) posted Thu, 24 March 2011 at 1:30 PM

@Rhionon: This is the built-in 'Snarly Skin' renamed to 'New Snarly Skin' so that I can play with the settings.


   
   
   
       
            <mix_1>Snarly skin@glossy</mix_1>
            <mix_2>Snarly skin@matte</mix_2>
            <mix_amount>0.8</mix_amount>
            Bods/Snarly skin
       
       
       
            "texture Kd" [USE_KdMAP]
            "color Ks" [0.08 0.10 0.10]
            "color Ka" [0.000 0.114 0.137]
            "float d" [0.300]
            "texture bumpmap" [USE_BUMPMAP]
            "float uroughness" [0.38]
            "float vroughness" [0.38]
            "float index" [0.0]
            "bool multibounce" ["true"]
       
   
       
            "texture Kr" [USE_KdMAP]
            "color Kt" [0.40 0.35 0.35]
            "bool energyconserving" ["true"]
            Bods/Snarly skin
       
       
       
            "texture fresnel" ["Bods/skin"]
            "color sigma_a" [0.0 0.0 0.0]
            "color sigma_s" [40.0 40.0 40.0]
            "color g" [-0.5 -0.5 -0.5]
            <used_texture>Bods/skin</used_texture>
       
       
       
            "float value" [1.45]
       
       
   
   

Free stuff @ https://poser.cobrablade.net/


Cariad ( ) posted Thu, 24 March 2011 at 3:53 PM

You are a sweetie, Royston!  I'll have to see if I can make some sense of it later, but I think I see where my issue is.  If I mess with it to get that appropriately bloodless look, I'll post it.


Latexluv ( ) posted Thu, 24 March 2011 at 7:52 PM

Can someone explain the use of point lights. I've been doing a test the last couple of days and been having trouble. The point lights in Poser are set to 100% (and there were 2 in my scene). I had to change from 1/200 to 1/60 and then pump the gain on the point lights.  So I must be doing something wrong.

"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

 

 


LaurieA ( ) posted Thu, 24 March 2011 at 8:09 PM · edited Thu, 24 March 2011 at 8:23 PM

Quote - Can someone explain the use of point lights. I've been doing a test the last couple of days and been having trouble. The point lights in Poser are set to 100% (and there were 2 in my scene). I had to change from 1/200 to 1/60 and then pump the gain on the point lights.  So I must be doing something wrong.

And you did scale them up, correct? And there's nothing wrong with increasing gain when you're in Luxrender. I do it all the time :) Althought Snarly would advise against it probably ;).

Laurie



jancory ( ) posted Thu, 24 March 2011 at 8:19 PM

i think you have to scale point lights up to 500%, at least with the old Luxpose you did....


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



Latexluv ( ) posted Thu, 24 March 2011 at 9:18 PM

Quote - > Quote - Can someone explain the use of point lights. I've been doing a test the last couple of days and been having trouble. The point lights in Poser are set to 100% (and there were 2 in my scene). I had to change from 1/200 to 1/60 and then pump the gain on the point lights.  So I must be doing something wrong.

And you did scale them up, correct? And there's nothing wrong with increasing gain when you're in Luxrender. I do it all the time :) Althought Snarly would advise against it probably ;).

Laurie

 

Yes, I did scale the point lights up by 500%. I just didn't know if it was unusual to increase the gain so much on the point lights.

"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

 

 


Cariad ( ) posted Thu, 24 March 2011 at 9:47 PM

Has anyone messed about with candles yet in Luxrender?

I am having some issues since the one I am using has a transmapped flame.  The moment I put up the ambient to make it an emitter the whole flame material area is visible in Lux not just the area that should be because of the transmap.

Likely I am just having a brain dead moment and missing the obvious, but if anyone has a clue, it would be appreciated.

Or is it that transmapped objects can't be made into emitters?


Snarlygribbly ( ) posted Thu, 24 March 2011 at 9:58 PM

Pose2Lux doesn't support transmaps on emitters yet.

I'll do a couple of tests tomorrow and if they're successful I'll add transmap support in.

It's 3.00 a.m. here though, so I won't try and figure it out now!

Free stuff @ https://poser.cobrablade.net/


Cariad ( ) posted Thu, 24 March 2011 at 10:06 PM

Okay, so I am not losing my mind, I'll just shelve this test for now and move on to something else.

Thanks for the heads up.


jancory ( ) posted Sat, 26 March 2011 at 8:59 AM

what's the best material to apply to emitters?  i've been using glossy but that's because i don't know what i'm doing....


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



MagnusGreel ( ) posted Sat, 26 March 2011 at 9:04 AM

I've been using Matte since I figured you can't see the material finish on the emitter for the light...

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


jancory ( ) posted Sat, 26 March 2011 at 9:45 AM

ok, i'll try matte next.  in the last render i did the emitter was visible & i noticed all kinds of noise, so thought maybe it was my use of glossy.


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



Tessalynne ( ) posted Mon, 28 March 2011 at 9:58 PM

Silly noobie question time... I have recently become very fond of using dynamic clothing even though I only render stills, bearing in mind that I am new to clothing dynamics and to Pose2Lux, is there anything special in saving my pz3 and workflow that I need to know to get my dynamicly clothed figures into Lux?


LaurieA ( ) posted Mon, 28 March 2011 at 10:02 PM

After you run your dynamic sim, export your scene. The dynamic clothes go over like a dream ;).

Here's one of the first images I did with the exporter in its early versions. The dress is dynamic.

Laurie



Tessalynne ( ) posted Mon, 28 March 2011 at 10:08 PM

Thank you, very nice image btw, will have to give it a try.


ErickL88 ( ) posted Tue, 29 March 2011 at 12:36 PM

Somehow I don't get Emitters to work in Lux.

I loaded the primitives Ball into a Poser scene, set it's Ambient_Value to 1, deleted all the lights (so that I would just have the Ball as a light source) and ran P2L.

I P2L I set the Ball's mat. Architectural Glass and exported it (the Ball was listed as an Emitter)

Loaded the scene in Luxrender and ... it stayed completely black .. even at 1000 gain :X

Same on a 2nd try with Transparency set to 1 in Posers Mat.Room.

 

Any ideas what went wrong on my end?

 

I was using P2L 0.3.6



Snarlygribbly ( ) posted Tue, 29 March 2011 at 12:46 PM

What was the Ambient_Color?

The Ambient_Color is used to determine the color of the emitter's light. If it is left as black then it will emit 'black' light, i.e. no light at all.

Free stuff @ https://poser.cobrablade.net/


ErickL88 ( ) posted Tue, 29 March 2011 at 1:05 PM

Yes, of course it had it's default  color ... which is ... black .. LMAO :C

Works very well now, with other colors =)

Thanks for this tip.



Privacy Notice

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.