Forum: Poser - OFFICIAL


Subject: PropViewer 3.1 with LuxRender Exporter

kawecki opened this issue on Aug 29, 2010 · 22 posts


kawecki posted Sun, 29 August 2010 at 5:16 AM

Attached Link: http://www.sharecg.com/v/43389/Poser/PropViewer-3.1-with-LuxRender-Exporter

A new version of PropViewer with new features. Now it is able to export to LuxRender. It is a stand alone application that doesn't require Poser or DazStudio to work. It only export meshes with materials with a default scene that can be easily edited with a text editor and a little knowledge about LuxRender. It is still experimental, but it works fine.

For more details read the text files inside the package.

Stupidity also evolves!


WandW posted Sun, 29 August 2010 at 10:36 AM Online Now!

Thanx, kawecki.  😄

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xantor posted Sun, 29 August 2010 at 11:31 AM

Thank you.


EnglishBob posted Sun, 29 August 2010 at 5:11 PM Online Now!

I use PropViewer all the time. A new version is always welcome, thanks. I have no plans to use LuxRender, but I'll check it out all the same.


jonnybode posted Sun, 29 August 2010 at 11:01 PM

PropViewer is a must have in my toolbox, thank you for this new version!



kirwyn posted Mon, 30 August 2010 at 7:30 AM

Thank You


lululee posted Mon, 30 August 2010 at 10:24 AM

Thanks so much,kawecki.
cheerio
lululee


xantor posted Tue, 31 August 2010 at 11:41 AM

This uses sse2 so it wont work on my computer. :sad:


kawecki posted Tue, 31 August 2010 at 6:36 PM

Quote - This uses sse2 so it wont work on my computer.

Damn, I never thought that it would be a problem, any some years old computer has SSE2.
In only one part of the software I use a SSE2 routine that has a tiny advantage over the previous SSE that still exist commented, I forgot to compile and put back the older SSE routine.
SSE2 in theory looks great, but in practice have very little advantage, if any, over the classic SSE/MMX..

Stupidity also evolves!


xantor posted Tue, 31 August 2010 at 7:09 PM

I start the program and the it looks ok for about a second and then I get the error message.

I wanted to use it to try luxrender but I ended up having to use blender for that, blender is not the best program to use with luxrender.


kawecki posted Tue, 31 August 2010 at 9:43 PM

I can compile a version without SSE2 and send you by email.

Stupidity also evolves!


xantor posted Tue, 31 August 2010 at 10:39 PM

That would be great, thank you.


kawecki posted Tue, 31 August 2010 at 10:47 PM

Well, five minutes work and I have updated the product.
Now when PropViewer starts it will check for MMX, SSE and SSE2.

For whom has old computers and PropViewer refused to run, just download it again from the link above.

And for people that has downloaded and PropViewer is working, you can keep what you have, the new version will not make any difference.

Stupidity also evolves!


xantor posted Tue, 31 August 2010 at 11:58 PM

The program works fine, now, thank you.


xantor posted Wed, 01 September 2010 at 12:14 AM

The luxrender exporter:  Luxrender asks for a .FLM file and not a .lxs one.


kawecki posted Wed, 01 September 2010 at 2:22 AM

It ask for a flm when you want to resume a rendering.
If you want to start a new render select Open under the file menu and then load the lxs.
When you want to save a render then stop the rendering, chose "save flm" and save it with the extension flm and not as lxs as LuxRender prompts (a bug).
To resume the rendering select "resume flm" then load the scene file (lxs) and next the saved flm and LuxRender will continue to render for more hours.....

Stupidity also evolves!


xantor posted Wed, 01 September 2010 at 2:35 AM

Thank you. 😊

Is there any way to optimize an object so that the camera is pointing at it, or is there an easy way to edit the camera information for the luxrender?
 


kawecki posted Wed, 01 September 2010 at 2:45 AM

It is easy to edit the camera.
Open the lxs with a text editor and you will find something like that:

LookAt -0.300000 -1.5000 0.6000
       0.000000 0.00000 0.4000
       0.000000 0.00000 1.00000

The first line is the camera location
The second line is where the camera points
The third line you can leave as it is.

Remember that the coordinates system is different, you must read

(left -, right +), (front -, back +), (up +, down -)
So the first line you read that the camera is at 0.3 to the left, 1.5 at the front and 0.8 up.

Stupidity also evolves!


xantor posted Wed, 01 September 2010 at 2:50 AM

Great, thank you.


xantor posted Wed, 01 September 2010 at 8:20 PM

I have one last question, in luxrender how is a surface made non reflective?


kawecki posted Wed, 01 September 2010 at 8:34 PM

With glossy materials turn the specular value to zero or use a matte material instead.

Stupidity also evolves!


xantor posted Wed, 01 September 2010 at 9:37 PM

Thank you.