Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 6:57 am)
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/
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.
Oh, and I'm open to suggestions.
Key points of this website is going to be:
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]
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.
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]
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
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/
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
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
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/
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
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
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/
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.
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/
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]
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/
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/
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!
@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/
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
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
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
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
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?
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
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
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?
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
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Open CL is still a WIP in Lux and still has problems last I heard