LaurieA opened this issue on Mar 01, 2011 · 182 posts
LaurieA posted Tue, 01 March 2011 at 1:08 PM
If you have any questions about the script, please post em here and we'll try and answer them to the best of our ability ;-).
Thanks
Laurie
Zev0 posted Wed, 02 March 2011 at 9:04 AM
What would be the best settings in a shader for a figure or prop? What nodes should be left out eg. on a skin shader to get the best results? I don't just want to export my scene with extra nodes that is just going to complicate the render or have no effect. Is there perhaps a tutorial on what is the best node set up in poser if used for pose2lux export?
LaurieA posted Wed, 02 March 2011 at 9:18 AM
You're better off with simple, Poser 4 style shader setups. Because Poser shaders won't transfer over to Luxrender, it doesn't matter to the exporter what your Poser shader setups are since you will need to change them to something Luxrender uses and understands. Because the exporter doesn't really understand nodes attached to Alt Diffuse and Alt Specular, those are best left empty. It can always be overridden in the script though. Also, you might want to make sure that ambience is turned off on any material zone that you don't want to glow ;o). The exporter sees ambience as a light source and will make that material an emitter. This too can also be adjusted directly in the exporter on the emitters panel.
We finished the draft of the User Guide, so that should be coming soon when everything's been finalized and there's no glaring boo-boos :o).
Laurie
Snarlygribbly posted Wed, 02 March 2011 at 9:47 AM
I intend for a future version of Pose2Lux to make use of the Poser Skin node. The skin node has seen little use because Bagginsbill and others have shown us how to get much better results using sophisticated shaders. However, it could be the ideal node for use in scenes which are intended to be rendered in Lux!
Here is a simple P4 style shader rendered in Lux.
Free stuff @ https://poser.cobrablade.net/
Zev0 posted Wed, 02 March 2011 at 10:34 AM
cool thanks
KimberlyC posted Wed, 02 March 2011 at 10:38 AM
I'm going to make this a sticky :biggrin:
_____________________
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heddheld posted Wed, 02 March 2011 at 11:55 AM
but am getting the hang now I think
so my Q? worked out how to add paths but how many?? does it only work on one at a time or can I load all my tex paths etc?? (guess most have multiple runtimes nowadays)
LaurieA posted Wed, 02 March 2011 at 12:19 PM
I just set mine to my external runtimes folder, which contains ALL my runtimes ;)...hehe. So far, Luxrender has been able to find everything ;).
As for your glowing skin problem, most skin texture poses have ambience in them. It's always a good idea to double check the emitters panel and make sure none of your skin textures are going to be giving off light and set them to be ignored. You can also set all ambience in the entire scene to be ignored with the button. Only use that if you don't have any valid emitter light sources.
IMVHO, emitters give off a much more pleasing light with softer shadows than actual lights do. But that may just be personal preference ;). That excludes the sun of course.
Laurie
Snarlygribbly posted Wed, 02 March 2011 at 12:29 PM
You don't need to make any reference to the textures used in your scenes - the paths to them are picked up automatically by Pose2Lux.
The 'Textures' path that can be set on the Pose2Lux 'Paths' screen is for a different purpose and only needs to refer to a single folder. It is there to identify the location of any textures that a Lux material might need but which are not already present in your scene.
No Lux materials using this feature have been distributed with Pose2Lux yet so you can probably ignore it for now - it may become more relevant in the future.
The other folder locations that can be set also have set uses:
Material libraries: The location of your Pose2Lux material collections in XML format
Automatically load...: As above, but will be automatically loaded when Pose2Lux runs
Scene materials: Default location for files saved via the 'File/Save scene materials' menu
Tabbed data files: Statistical tables and lookup files used by certain Luxrender materials. None have been distributed with Pose2Lux yet.
Free stuff @ https://poser.cobrablade.net/
heddheld posted Wed, 02 March 2011 at 12:41 PM
lol never thought of setting it that high in the folder tree, thank you
LaurieA posted Wed, 02 March 2011 at 12:43 PM
Well, according to Snarly, we don't need to link to our textures folder. I wasn't sure that's what it was for either, but I set it anyway just in case.
What really happens is, if Poser knows where the texture is, then so does the exporter and therefore, Luxrender (unless you move it between the time you exported and the time you render the export file).
Laurie
LaurieA posted Wed, 02 March 2011 at 12:47 PM
Quote - I'm going to make this a sticky :biggrin:
Thanks Kim :)
Laurie
alexcoppo posted Thu, 03 March 2011 at 2:28 AM
Any hint on how many samples/pixel you usually have to accumulate for renders? yesterday night I made my first try and after 100 S/p there were only a few dozen wrong pixels around (which might have been fixed manually with GIMP).
Dear Snarlygribbly, you rock :thumbupboth:.
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
Zev0 posted Thu, 03 March 2011 at 3:50 AM
Also I see some of the renders have DOF. Is that post work or just focal settings in poser? Does pose2lux register Dof and focal settings if set in poser?
Snarlygribbly posted Thu, 03 March 2011 at 4:20 AM
DoF is done in Pose2Lux.
On the camera screen there is a checkbox to enable Depth of Field. When checked Pose2Lux will automatically calculate and set the correct parameters in the Lux scene file to emulate the same DOF effect you would get if you were using a 35mm SLR.
Pose2Lux uses the following information for DoF:
Focus distance: set in POSER, using the camera's parameter dial 'focus distance'
Focal length: set in POSER, again using the camera's parameter dial of the same name.
fStop, set in POSE2LUX (i.e. overriding the Poser camera's setting of the same name)
While all three of these combine to determine the exact Dof Effect, the fStop setting has the most influence. Choose a wide aperture (low fStop number) for a strong DoF effect.
Note that you will still be able to change the fStop value in Lux while it's rendering without affecting the DoF - the calculations for DoF are made at the point of export and not affectedby any subsequent change in Lux.
Free stuff @ https://poser.cobrablade.net/
Snarlygribbly posted Thu, 03 March 2011 at 4:23 AM
Quote - Any hint on how many samples/pixel you usually have to accumulate for renders? yesterday night I made my first try and after 100 S/p there were only a few dozen wrong pixels around (which might have been fixed manually with GIMP).
Dear Snarlygribbly, you rock :thumbupboth:.
I recommend 250 S/p for a 'preview render' and maybe around 2, 500 S/p for a final render. However, there is no right answer for this - it will vary considerably from one scene to another and your eyes will be the best judge of when it's ready.
And thanks :-)
Free stuff @ https://poser.cobrablade.net/
pokeydots posted Thu, 03 March 2011 at 5:55 PM
Can someone give some pointers on setting up a primitive to use as an emitter, for example a ball as a light source to look as if a lamp is turned on. And how it should be set up in poser. And does it make a difference on the size of the object and how much light it will emit? Also, should it be transparent etc? (Hope this makes sense! lol) Newbie with this, can ya tell! Thanks
Poser 9 SR3 and 8 sr3
=================
Processor Type: AMD Phenom II 830 Quad-Core
2.80GHz, 4000MHz System Bus, 2MB L2 Cache + 6MB Shared L3 Cache
Hard Drive Size: 1TB
Processor - Clock Speed: 2.8 GHz
Operating System: Windows 7 Home Premium 64-bit
Graphics Type: ATI Radeon HD 4200
•ATI Radeon HD 4200 integrated graphics
System Ram: 8GB
LaurieA posted Thu, 03 March 2011 at 6:18 PM
Attached Link: http://www.renderosity.com/mod/gallery/index.php?image_id=2172914
For this image, I used my lamps (in freestuff). Since there are modeled bulbs, I just made those emitters with just a diffuse color and ambient with a color set to 1.0. For the Luxrender material I just used matte since they're inside a shade and the light from the emitter will most likely overpower any other type of surface anyway ;).The shades are also emitters, albeit with much less power. I set them up the same in Poser tho with just the texture map in the diffuse channel, ambient set to 1.0 (white) and using the Matte material in the exporter. You can always change the power of the emitter within Luxrender itself, as well as the color.
Oh, and no trans on either the shade or the bulb ;).
Laurie
pokeydots posted Thu, 03 March 2011 at 9:36 PM
Thanks for the info Laurie, I will mess with it some tomorrow ;o)
Poser 9 SR3 and 8 sr3
=================
Processor Type: AMD Phenom II 830 Quad-Core
2.80GHz, 4000MHz System Bus, 2MB L2 Cache + 6MB Shared L3 Cache
Hard Drive Size: 1TB
Processor - Clock Speed: 2.8 GHz
Operating System: Windows 7 Home Premium 64-bit
Graphics Type: ATI Radeon HD 4200
•ATI Radeon HD 4200 integrated graphics
System Ram: 8GB
millighost posted Fri, 04 March 2011 at 6:07 AM
Is the source available (or will it be)?
Snarlygribbly posted Fri, 04 March 2011 at 7:48 AM
The source code is not yet available, but I think ultimately it would be good for the project if it was.
There are two reasons why it is not yet available.
My programming is embarrassingly bad. I'm a photographer, not a programmer, and it shows :-) When I compare my code to the stuff others are doing around here, people who know what they're doing, it's all very humbling. At the moment, I'd rather walk naked down the High Street than show anybody my coding efforts!
I don't want this project to branch at an early stage. This happened with the LuxPose project and regardless of the merits of the different versions that were available, the split was detrimental to the success of the project. Keeping the source code to myself means I can keep this project on track until Pose2Lux is sufficiently well established that it can survive any possible branches.
So, if Pose2Lux becomes well enough established and I can overcome my embarrassment then yes, the source code will be made available.
Until then, I think it's best left the way it is.
Free stuff @ https://poser.cobrablade.net/
LaurieA posted Fri, 04 March 2011 at 8:04 AM
Funny how your "bad" code seems to work...lol.
Laurie
alexcoppo posted Fri, 04 March 2011 at 3:23 PM
Almost 25 years of professional software development experience taught me a thing about commercial code "quality": code is like sausages; better not look into it or ask how it is done, so dear Snarlygribbly, don't worry .
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
ErickL88 posted Sat, 05 March 2011 at 9:09 AM
How is it recommanded, to set up the Eyelash mat.zone of V4 in Poser (P2010), for an export?
Leave it with the Transperancy and Tr._Edge set to 1, with the Image_Map plugged in, into these channels?
Or using Diffuse?
LaurieA posted Sat, 05 March 2011 at 9:39 AM
Leave your eyelashes with the diffuse color and/or map and transparencey in Poser as it is. In the exporter, use "Matte" as the Luxrender material.
Laurie
ErickL88 posted Sat, 05 March 2011 at 10:27 AM
K, thanks Laurie
pokeydots posted Sat, 05 March 2011 at 4:28 PM
Laurie, I downloaded your Lux XML materials, but I can't figure out how to get them into Pose2Lux :( I tried setting the path in the materials library, but it still doesn't show up in Pose2Lux. Am I doing it wrong? I have a folder on my desktop with your xml and pointed to that. Thanks
Poser 9 SR3 and 8 sr3
=================
Processor Type: AMD Phenom II 830 Quad-Core
2.80GHz, 4000MHz System Bus, 2MB L2 Cache + 6MB Shared L3 Cache
Hard Drive Size: 1TB
Processor - Clock Speed: 2.8 GHz
Operating System: Windows 7 Home Premium 64-bit
Graphics Type: ATI Radeon HD 4200
•ATI Radeon HD 4200 integrated graphics
System Ram: 8GB
LaurieA posted Sat, 05 March 2011 at 5:18 PM
On the paths screen, the top two fields: the first is where the exporter will first look for .xml material files. The second is where the script will automatically load them from. If you want any .xml files to load automatically, the path at least must be in that second field. Any .xml files inside the folder that you reference in that field will load on opening.
It's in the user guide, page 17.
Laurie
pokeydots posted Sat, 05 March 2011 at 5:21 PM
Ok, Thanks Laurie, I will try again :)
Poser 9 SR3 and 8 sr3
=================
Processor Type: AMD Phenom II 830 Quad-Core
2.80GHz, 4000MHz System Bus, 2MB L2 Cache + 6MB Shared L3 Cache
Hard Drive Size: 1TB
Processor - Clock Speed: 2.8 GHz
Operating System: Windows 7 Home Premium 64-bit
Graphics Type: ATI Radeon HD 4200
•ATI Radeon HD 4200 integrated graphics
System Ram: 8GB
pokeydots posted Sat, 05 March 2011 at 6:35 PM
That worked :) Thanks Laurie!
Poser 9 SR3 and 8 sr3
=================
Processor Type: AMD Phenom II 830 Quad-Core
2.80GHz, 4000MHz System Bus, 2MB L2 Cache + 6MB Shared L3 Cache
Hard Drive Size: 1TB
Processor - Clock Speed: 2.8 GHz
Operating System: Windows 7 Home Premium 64-bit
Graphics Type: ATI Radeon HD 4200
•ATI Radeon HD 4200 integrated graphics
System Ram: 8GB
RobynsVeil posted Mon, 07 March 2011 at 6:10 PM
Quote - The source code is not yet available, but I think ultimately it would be good for the project if it was.There are two reasons why it is not yet available. 1) My programming is embarrassingly bad. I'm a photographer, not a programmer, and it shows :-) When I compare my code to the stuff others are doing around here, people who know what they're doing, it's all very humbling. At the moment, I'd rather walk naked down the High Street than show anybody my coding efforts!
- I don't want this project to branch at an early stage. This happened with the LuxPose project and regardless of the merits of the different versions that were available, the split was detrimental to the success of the project. Keeping the source code to myself means I can keep this project on track until Pose2Lux is sufficiently well established that it can survive any possible branches.
So, if Pose2Lux becomes well enough established and I can overcome my embarrassment then yes, the source code will be made available.
Until then, I think it's best left the way it is.
I can sympathise with that. I wrote a VBA-based (Excel) material-management thingie for the department that I work at (post-op recovery) and whilst the thing is clean (in terms of it doesn't crash and does what it is supposed to) and seems to work pretty consistently, I'd hate for anyone to see the code. I'm a nurse, and learned VB just sort-of on the side, so my code is pretty ordinary.
That said, I've been using Pose2Lux pretty much every day, Snarly - really getting into it, and I have to say: good ON ya for pulling the sled to the finish line, getting the thing to a usable state, which indeed it is. Sure, there'll be issues, but at the moment, you can bask in the knowledge that you have quite a few users that appreciate what you've done. Enormously.
And to the brilliant coders that did do the bulk of the code before-hand: it is a pleasure and an honour to enjoy the fruits of your hard labour on this. You've done exceedingly well! This is a great app in terms of facillitating Poser users to finally break free from the constraints of SM's choice in render engines.
I think one of the best by-products of this is that people are finally looking at materials differently, more critically. This is a good thing. No longer will we simply accept what is given us by a vendor: if you want to render in something other than Firefly, you'll be forced to re-evaluate scene materials, and gibberish workflow will be one of the first casualties.
YAY! :woot:
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]
RobynsVeil posted Mon, 07 March 2011 at 6:27 PM
Okay, a bit of a question: not sure what I'm doing wrong. I apologise if this was covered in the main Pose2Lux thread or somewhere before that. I'm using Daz's Conservatory as a building prop thingie, and the structure is coming out all distorted:
So, I've gone into each and every part of the structure and set Smooth Polygons off (unticked). Is there something else I should have done? Crease angle is set to 80. Displacement bounds: 0. Shading rate: 0.20. Oh, and I unticked Bend (the tickbox under 'Visible').
Any ideas?
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]
LaurieA posted Mon, 07 March 2011 at 6:57 PM
You're subdividing in the exporter aren't you? I haven't been able to get any of the subdivision methods to keep the sharp edges on the props. I don't use them for now ;). Feel free to subdivide a figure, but I'd hold off on subdividing the props for now.
Even with the bad smoothing, the lighting on that image looks great! :D
Laurie
RobynsVeil posted Mon, 07 March 2011 at 7:03 PM
Oh, um, no. This will teach me to real your fine manual before asking stupid questions, Laurie. So, printing it out and talking my tiny head (filled with a nasty cold) back to bed for a read and a think.
Thanks for replying nicely, Laurie. And for the nice comment on the lighting, which (as you said earlier) is ever so much fun to play with!
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]
LaurieA posted Mon, 07 March 2011 at 7:05 PM
wow, does that model look like that in Poser then? Eek!
Laurie
RobynsVeil posted Mon, 07 March 2011 at 7:15 PM
Actually no. it looks like:
I do like the LuxR lighting better, even at that stage of the render...
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]
RobynsVeil posted Mon, 07 March 2011 at 7:54 PM
I'm home sniffing and dripping and feeling annoying, so I'm sorry about the dumb questions. In the LuxRender wiki on rendering, it says something about:
"First, keep reflectance (i.e. brightness) in diffuse components of your materials below 0.8 or so. While this will not affect rendering speed directly, your image will de-noise much faster. On the same note, avoid using specular colors higher than .25 or so, and reflection color on glass and metal materials should be kept below .8 as well. If this makes your scene too dim, simply adjust the tonemapping to expose it more."
Okay, so is this .25 meant to be the value in Specular_Value?
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]
LaurieA posted Mon, 07 March 2011 at 8:04 PM
Well, if you always check "Use Scaling" on the export panel, you won't need to worry about that ;). Snarly did that so that no specular would be too bright and cause fireflies.
And as for your building, I have no idea what's happening there. It still looks to me like you might be using subdivision in the exporter. Double-check that you didn't save any settings with subdivision on next time you try and export that. Check that panel ;). That shouldn't be happening on it's own like that. If if had that building I'd test it out for you but I don't have it ;). Sorry.
Laurie
RobynsVeil posted Mon, 07 March 2011 at 8:42 PM
Um, I have no subdivision for anything in that Geometry section (just went with default values). So, calculate normals for figures and ...for Props are both ticked. Trying again.
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]
RobynsVeil posted Mon, 07 March 2011 at 8:47 PM
Okay, so that didn't work. Now, I selected the items I wanted to have subdivided in the materials section, then went to Tools and clicked "Add Parameters to current Actor only. No difference.
So, now I'm gonna bring this dodgy geometry into Blender and have a go fixing it so it works right.
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]
Jcleaver posted Mon, 07 March 2011 at 9:21 PM
Does it use displacement? I had some weird things going on until I removed the displacement map.
RobynsVeil posted Mon, 07 March 2011 at 9:23 PM
Sure does... I'll fix that and get back to you. Thanks, J Cleaver!
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]
LaurieA posted Mon, 07 March 2011 at 9:28 PM
You can ignore all displacement in the scene thru the exporter. Just check the checkbox.
Laurie
RobynsVeil posted Mon, 07 March 2011 at 9:37 PM
Thanks for that tip, Laurie... so that is what that's for.
I have found that scene prep is a key part of this, which really is a good thing. You gain some valuable info (and a strong sense of ownership) of the components of your scene. Oh, and the really cool thing about all this is it's sort-of preparing us for exporting to other renderers as well. "WHAT, other than *Lux??!?" you exclaim. :blink: Well, sheesh, why not? Lux is awesome and all that, but Vue beckons, and so does Octane and-and-and... :biggrin:
BTW, JCleaver, that fixed it. Rendering beautifully now. Get back to you sometime tomorrow with the final product... unless I find something else to quibble over.
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]
odf posted Mon, 07 March 2011 at 9:54 PM
Just a quick note: the subdivision that my part of the code does is, unfortunately, an all or nothing business right now. It doesn't have the ability to preserve creases and, if I remember right, it ignores smoothing groups, as well. Luxrender's subdivision on the other hand can preserve creases, but it will open up textures seams and actor boundaries because there was some trickery required in overcoming its limited mesh model.
I haven't looked at the changes between 0.7 and 0.8 yet, though. It's entirely possibly that we could do away with that trickery by now and simply use Luxrender's own subdivision.
-- I'm not mad at you, just Westphalian.
LaurieA posted Mon, 07 March 2011 at 10:14 PM
I even get bad results with Luxrender's subdivision odf. It doesn't seem to matter which one I use ;). It smooths my corners...lol. Good thing is that most things are ok as they are and don't look too bad when rendered :o).
Laurie
odf posted Mon, 07 March 2011 at 10:17 PM
Quote - I even get bad results with Luxrender's subdivision odf. It doesn't seem to matter which one I use ;). It smooths my corners...lol. Good thing is that most things are ok as they are and don't look too bad when rendered :o).
Laurie
I seem to remember that there was an option to preserve creases, but I don't know if Pose2Lux makes any attempt at using it at this point.
-- I'm not mad at you, just Westphalian.
LaurieA posted Mon, 07 March 2011 at 10:32 PM
Well, Snarly assured me it would because your code is virtually unchanged from LuxPose and I remember it working then, but I'm not having any luck recently ;). Maybe after he releases the final and the code you can give it the once over for your own peace of mind, at least enough to see if something got switched on or off....lol.
For me, subdivision hasn't become a big issue - yet ;). I use it more for figures than for props normally.
Laurie
RobynsVeil posted Mon, 07 March 2011 at 10:52 PM
Well, as soon as this render goes past the pixellated-look stage, I'll do a quick save so you can see. The edges on the edge of the building and doors and stuff seem satisfactorially crisp and everything.
I've been looking through the list of materials you've offered, Laurie... great stuff! Is there a call for things like marble or granite or anything like that? Or have they already been developed? Oh, and are any specular types like anisotropic or Blinn ever going to be supported?
Also, I've looked at say a given material and noticed that the PoserSurface node appears to be represented in the list of "channels" in Pose2Lux. I understand that prepping a scene (actors) for Lux, you sort-of want to stay away from anything that used to plug into the PoserSurface Alt_Diffuse and Alt_Spec channel, which I take it to mean: avoid like Add() nodes between your ColourMap and the PoserSurface diffuse_color channel. But, do these Poser2Lux alt_diffuse and alt_specular channels actually accept input at this stage? I guess the reason I'm asking is because of a sense for how the diffuse_color and specular_color channels actually have a hidden function where they do maths with the scene lights... I'd prefer to be plugging into Alt_Diffuse. But then, I guess you'd need a Diffuse() node, hey? Or is that only for Firefly?
I know, messy question. Promise I'll be tidier next time. I might go ahead and test all that, if you want... if no one has already tried this.
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]
odf posted Mon, 07 March 2011 at 10:54 PM
Quote - Well, Snarly assured me it would because your code is virtually unchanged from LuxPose and I remember it working then, but I'm not having any luck recently ;).
Writing out the subdivision options for Lux is not part of my code, though.
[techno]
The GeometryExporter constructor takes an optional argument "write_mesh_parameters", which is a function. That function is responsible for setting whatever special parameters the caller needs to set for the particular mesh. As far as I can see, I haven't written any code that defines that function, so that would have been done somewhere in LuxPose.
[/techno]
-- I'm not mad at you, just Westphalian.
LaurieA posted Mon, 07 March 2011 at 10:58 PM
Oh, I know odf, but he included both yours and Luxrender's in the exporter :).
Ah, maybe one of the other gents changed something then? I could have sworn it was working without smoothing corners at some point. But then, my memory can be really dodgy at times ;).
Laurie
LaurieA posted Mon, 07 March 2011 at 11:03 PM
Robyn...that very well may be a question for Snarly...lol. I know absolutely nuttin about the code or code in general. I just know that Pose2Lux, like LuxPose, prefers that the material setups in Poser be as simple as possible because they'll be changed anyway in the exporter. All the exporter really needs is specular, diffuse, transparency and ambience (I think I got them all).
As for marbles and the like, they take a bit more coding because they'll require volumes - parameters I don't yet understand. I'm sure there are Pose2Lux users who do understand them however, so if anyone wants to contribute any materials, please feel free. Ya can never have enough materials...lol.
Laurie
RobynsVeil posted Mon, 07 March 2011 at 11:10 PM
...or chocolate. Or shoes. Sheesh, you should see my Poser shoe collection! V4 has more than I do!
We'll just have to wait till Snarly gets back, then... didn't mean to bombard you with a bunch of weird questions, Laurie...
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]
Indoda posted Wed, 09 March 2011 at 1:34 PM
Hi all
I'm just getting started with both the plugin and the renderer. My first render was taking a long time so I abandon it. Is the Luxrender slower than the Poser Firefly renderer?
Image tried had just 1 posed Antonia
Used skin by ODF in Pose2Lux
Poser 7. Win 7 Pro 64 bit. i5 intel chip set. 4 Gigs RAM.
Thank you
The important thing is not to stop questioning.
- Albert Einstein
Indoda
LaurieA posted Wed, 09 March 2011 at 2:05 PM
Quote - I'm just getting started with both the plugin and the renderer. My first render was taking a long time so I abandon it. Is the Luxrender slower than the Poser Firefly renderer?
Much slower. The tradeoff is that a Luxrender render is much more realistic. Unbiased renderers are typically much slower but deliver much better results.
Quote - Image tried had just 1 posed Antonia
Depending on your lighting, some renders take longer than others. It also depends on your processor and ram. From what you posted, you should have plenty of both.
In Luxrender, outdoor images don't take nearly as long as images with lots of shadow.
Laurie
GeneralNutt posted Thu, 10 March 2011 at 12:30 AM
-edit- please ignore seems to be working now
So if I wanted to confuse my self more and try this out I would down load the luxrender and the script right? I get luxrender from www.luxrender.net? If so, I can't seem to get to the site (maybe my ISP is blocking it for some reason). Is there any safe alternate download locations?
RobynsVeil posted Thu, 10 March 2011 at 2:26 AM
This is what you've entered into your address bar?
http://www.luxrender.net/en_GB/index
Just checking...
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]
Kerya posted Thu, 10 March 2011 at 2:38 AM
Luxrender.net seems to be down at the moment.
If you need Luxrender 0.8RC1:
http://preta3d.com/wp/category/products
RobynsVeil posted Thu, 10 March 2011 at 2:52 AM
Seems to be working for me out here in the wilds of Oz. No dramas t'all. Always good to have an alternative source, though.
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]
RobynsVeil posted Thu, 10 March 2011 at 2:58 AM
Not the greatest theme or subject matter, but it's only my second go and I never claimed to be an artist, so:
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]
Cariad posted Thu, 10 March 2011 at 7:58 AM
Looking good Robyn, I won't make any comments on artistic merit, my first one is an almost naked Vickie after all. :p
I have been letting my first one go in bits and pieces (I love being able to stop and resume rendering as needed) to see how long it takes for the grainy shadows to clear up at my usual final render dimensions that I haul off for post work.
28 hours in, still got some grainyness and red 'speckling' in the darkest parts of the shadows, though most of it has smoothed out, about 500 samples/pixel. I am just guessing here, but at the rate it is clearing up, I would think I would need about twice that many for a final render. Maybe I needs a better puter... Yes. Yes I think I do
LaurieA posted Thu, 10 March 2011 at 10:39 AM
Quote - 28 hours in, still got some grainyness and red 'speckling' in the darkest parts of the shadows, though most of it has smoothed out, about 500 samples/pixel. I am just guessing here, but at the rate it is clearing up, I would think I would need about twice that many for a final render.
Most images don't look very good until the sample rate rises above 700 per pixel - some need even more, especially those with heavily shaded areas. Brightly lit images need a little less ;).
Laurie
bu_es posted Thu, 10 March 2011 at 10:59 AM
First of all I apologize for my bad English. I have several questions but I think it could be summarized in one: I really do not understand the configuration of the materials.
LaurieA posted Thu, 10 March 2011 at 11:06 AM
Quote - First of all I apologize for my bad English. I have several questions but I think it could be summarized in one: I really do not understand the configuration of the materials.
In what way? The Luxrender parameters for materials or how to get .xml file materials into Pose2Lux? Or how to use the Luxrender materials in Pose2Lux?
Laurie
Indoda posted Thu, 10 March 2011 at 11:10 AM
Quote - > Quote - I'm just getting started with both the plugin and the renderer. My first render was taking a long time so I abandon it. Is the Luxrender slower than the Poser Firefly renderer?
Much slower. The tradeoff is that a Luxrender render is much more realistic. Unbiased renderers are typically much slower but deliver much better results.
Depending on your lighting, some renders take longer than others. It also depends on your processor and ram. From what you posted, you should have plenty of both.
In Luxrender, outdoor images don't take nearly as long as images with lots of shadow.
Laurie
Thank you - I'll be more patient now I know - wasn't sure if the renderer was working correctly
The important thing is not to stop questioning.
- Albert Einstein
Indoda
LaurieA posted Thu, 10 March 2011 at 11:12 AM
Yeah, a Luxrender render can take many hours, depending on the lighting ;). Patience is a must...lol. If you have other computers in your home, you can use those to help with the render as Luxrender has network rendering ;). I use both my quad core and my dual core to get it done. Even with network rendering, it can still take quite awhile.
Laurie
bu_es posted Thu, 10 March 2011 at 11:15 AM
Well first it was not XML. And if where this but what are the parameters are not.
Especially in the display paths.
MagnusGreel posted Thu, 10 March 2011 at 1:38 PM
Luxrender.net is having DNS issues.
please use Lux-Render.net until this is resolved.
Airport security is a burden we must all shoulder. Do your part, and please grope yourself in advance.
ErickL88 posted Sat, 12 March 2011 at 7:08 AM
Is there a way, to save the Light, after the setup, like we can do it with the Materials?
Once the setup for Sky, Sun, grouping etc .. is all done, it would be handy, to be able to save it for a later usage again.
Just like we can do it with the materials already. You set them up and save 'em. Once needed again, you just load them into the script again. That's a great feature.
Would that be possible with Lights, as well?
LaurieA posted Sat, 12 March 2011 at 11:18 AM
Might have to wait a bit for an answer to that one...it's a Snarly questions and he's on vacation (the lucky dog...lol).
Laurie
Cariad posted Sat, 12 March 2011 at 11:46 AM
Okay, question time. Since, as usual, I have to try and jump in with both feet and hope for the best.
What parameters on a point light come over into Lux? Namely I am trying to set up some victorian street lamps and need a clue as to the best way to handle them. Would an emitter on the 'flame' work or would it be best to mount a point light in each and then just fiddle with them in Lux til I get them looking right?
Using the Victorian street props from Stonemason over at Daz. Dunno if it is at all relevant.
LaurieA posted Sat, 12 March 2011 at 11:52 AM
If it were me Rhionon, I would make each of the flames an emitter and do it that way. You can always play with the settings of those as well in Luxrender :).
I meant to try the Victoria Street myself since I think I have that one...hmmm...
*it's a shame when you have so much stuff you aren't even sure what you have and what you don't anymore...lol.
Laurie
Cariad posted Sat, 12 March 2011 at 11:52 AM
Or I can actually drink coffee and look at the materials while awake! Ignore my blonde question about the lamps in this case, they have proper bulbs I can make emitters, but know what parameters for point lights are useable would still be nice to know.
Thanks
Cariad posted Sat, 12 March 2011 at 12:02 PM
Quote - If it were me Rhionon, I would make each of the flames an emitter and do it that way. You can always play with the settings of those as well in Luxrender :).
I meant to try the Victoria Street myself since I think I have that one...hmmm...
*it's a shame when you have so much stuff you aren't even sure what you have and what you don't anymore...lol.
Laurie
Hence my current dilemma of 'What do I do -first-?' Too much stuff, too many ideas. I actually want to slowly try converting some of my old scenes where I was never truly happy with the light etc for Lux and see if I can finally make them look the way they do in my head.
I would love to try this on the victorian street by LukeA here, but haven't had the extra cash to pick it up when the idea of using it is my head. Hmmm, I think I have enough on a GC from my bday. Street scene or making M4 less naked. Oh the choices are hard!
RobynsVeil posted Sat, 12 March 2011 at 5:37 PM
Quote - I meant to try the Victoria Street myself since I think I have that one...hmmm... *it's a shame when you have so much stuff you aren't even sure what you have and what you don't anymore...lol.
Laurie
Yep, so do I! I feel like a kid in a candy story... what to try, what to play with in Lux. And as far as buying anything: sheesh... the second bit certainly holds totally true for me. I mean, I have it all organised and everything, but still, a large part of these goodies lie unzipped on a storage drive ... not even installed! An embarrassment of riches, truly.
So, now the real questions become ones of workflow. We've been told that:
...and more. I think maybe reading that LuxPose thread might have confused more than helped. Oh, and yes, I did read your fine pdf, Laurie. Now, we need one for tinkerers. :biggrin:
I'm taking pictures of jewellery today to sell online, so I'll only have snatches of time to study, but I will study the info on those links you sent me on my nuisance thread.
And thank you, Laurie! r
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]
Snarlygribbly posted Sun, 13 March 2011 at 2:19 PM
Quote - Is there a way, to save the Light, after the setup, like we can do it with the Materials?
Once the setup for Sky, Sun, grouping etc .. is all done, it would be handy, to be able to save it for a later usage again.
Just like we can do it with the materials already. You set them up and save 'em. Once needed again, you just load them into the script again. That's a great feature.
Would that be possible with Lights, as well?
Greetings from the Dominican Republic :-)
I'm working on the next version of Pose2Lux which will include a 'Save All' function. This will save every parameter on all screens, including materials, light groups, advanced emitter parameters (also coming in next version) and ... well, everything.
You'll like this option, especially if I program a 'Load All' option to go with it :-)
Free stuff @ https://poser.cobrablade.net/
Cariad posted Sun, 13 March 2011 at 2:28 PM
Quote - Greetings from the Dominican Republic :-)
I'm working on the next version of Pose2Lux which will include a 'Save All' function. This will save every parameter on all screens, including materials, light groups, advanced emitter parameters (also coming in next version) and ... well, everything.
You'll like this option, especially if I program a 'Load All' option to go with it :-)
Hope the sun and sand is treating you well!
And Snarly, you just may have become my hero. :D
Snarlygribbly posted Sun, 13 March 2011 at 2:36 PM
Quote - I guess the reason I'm asking is because of a sense for how the diffuse_color and specular_color channels actually have a hidden function where they do maths with the scene lights... I'd prefer to be plugging into Alt_Diffuse. But then, I guess you'd need a Diffuse() node, hey? Or is that only for Firefly?
Pose2Lux does everything it can to avoid using any data in Alt_Diffuse and Alt_Specular. Any analysis it does do (as a last resort) is minimal.
I don't believe it's possible to reverse engineer a shader tree plugged into those channels and produce anything meaningful to Luxrender. Besides, the main use of those channels is to overcome limitations in Firefly. As we're not using Firefly, there's nothing to overcome! I know Firefly does a lot of calculations on the values in Diffuse etc., but that needn't worry us because the values that get exported are those entered into PoserSurface, before Firefly gets its grubby hands on them :-)
Perhaps a future version of Pose2Lux will make more of an attempt to understand the Poser shader trees, but the prime direction of development will be to make it easier to assign Lux materials directly.
Glad to see yu're having fun with it though!
Free stuff @ https://poser.cobrablade.net/
Snarlygribbly posted Sun, 13 March 2011 at 2:50 PM
Quote - > Quote - Well, Snarly assured me it would because your code is virtually unchanged from LuxPose and I remember it working then, but I'm not having any luck recently ;).
Writing out the subdivision options for Lux is not part of my code, though.
[techno]
The GeometryExporter constructor takes an optional argument "write_mesh_parameters", which is a function. That function is responsible for setting whatever special parameters the caller needs to set for the particular mesh. As far as I can see, I haven't written any code that defines that function, so that would have been done somewhere in LuxPose.
[/techno]
Pose2Lux does implement the 'write_mesh_parameters' functionality of the LuxPose project, albeit in a refectored way. I'll look into the subdivision issues when I get home in a few days. It's supposed to respect the additional parameters added via the Tools screen, but it's possible I've not done it right.
@ODF specifically: I wouldn't presume to think you'd want anything to do with the development of Pose2Lux, and I certainly wouldn't expect you to take any responsibility for the bastardised version of your code that's been grafted into Pose2Lux, but if you wanted access to the source code (even just out of interest) then just PM me and I'll get it to you. You just have to promise not to laugh :-)
Free stuff @ https://poser.cobrablade.net/
RobynsVeil posted Sun, 13 March 2011 at 4:15 PM
Quote - > Quote - Greetings from the Dominican Republic :-)
I'm working on the next version of Pose2Lux which will include a 'Save All' function. This will save every parameter on all screens, including materials, light groups, advanced emitter parameters (also coming in next version) and ... well, everything.
You'll like this option, especially if I program a 'Load All' option to go with it :-)
Hope the sun and sand is treating you well!
And Snarly, you just may have become my hero. :D
I solidly second the motion on that! Enjoy the sun and people and soft, balmy evenings with those little umbrella-ed drinks in your hand, knowing that you have fans!
I have yet to understand or implement 80% of what this script does, and I'm already thoroughly impressed. Well, mostly because it is available to us, we can use it and things seem to be moving forward, which is always good.
Your point on how materials (shader nodes) are read into Pose2Lux (and from where and why) is well taken. I've been having a hard look and a harder edit (simplification) of shaders in order for Pose2Lux not to choke on them. Interestingly, plugging Blinn() or Anisotropic() does seem to be acknowledged and somehow translated... is that just my over-wrought imagination at work, or is something actually happening in that regard?
This question of Laurie - did I fail to read somewhere which material list loads by default and where that is stored? And is it edit-able?
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]
LaurieA posted Sun, 13 March 2011 at 4:50 PM
Quote - ...This question of Laurie - did I fail to read somewhere which material list loads by default and where that is stored? And is it edit-able?
All .xml files are editable ;). You can change anything you want in them.
As for them loading on execution of the script, make a folder somewhere where you'll keep all your .xml material libraries. I made a folder in my root external runtimes folder just because it seemed like a logical place ;) (D:/External Runtimes/XML Material Libraries). You can put it anywhere you like though.
Place any .xml material library files you want to load with P2L in that folder and run the script. Click on the 'Paths' tab and enter the path of that folder to the first two fields on the paths tab. Then go to File/Save Settings and save your default settings (your export settings that you like by default, etc.) and save that with the name 'pose2lux.p2l' - without quotes of course - to the same folder that contains your Pose2Lux python script. The next time you open P2L, all your settings, as well as your .xml material files, will load with the script.
I hope that made sense ;).
There are certain files that are contained within the script itself that are not editable, such as the materials that Snarly's already included in the script like the Basics, Glasses, etc. However, you CAN see what the parameters of those materials are if you apply any of them to an object in a Luxrender scene and then look at the .lxs that results from the export. The parameters used for that material will all be in it. You just have to remember what object you applied them too ;). Using that though, you can make any material a base for an .xml file. Perhaps you really liked one of my gem mats. You can either: change my parameters in the .xml file that I supplied - or - copy and paste the parameters of one material as a new material in the list and change the colors, the specularity etc., naming it something new. Maybe you wanted a mat for a gem I didn't supply. You can make a new one that way :).
Laurie
RobynsVeil posted Sun, 13 March 2011 at 5:20 PM
Yes, Laurie, that helped: enormously. Tidying up my material library... I noticed that having multiple "
Oh, I'm still doing something wrong with my network rendering setup... sorry about this huge msg dump, but it illustrates what LuxRender/LuxConsole (on the servers) is doing
[2011-03-13 17:17:30 Info: 0] GUI: Updating framebuffer...
[2011-03-13 17:17:38 Info: 0] Getting samples from: 192.168.0.5:18018
[2011-03-13 17:17:42 Info: 0] GUI: Updating framebuffer...
[2011-03-13 17:17:54 Info: 0] GUI: Updating framebuffer...
[2011-03-13 17:17:59 Error: 2] Error while communicating with server: 192.168.0.5:18018
[2011-03-13 17:17:59 Error: 2] A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond
[2011-03-13 17:17:59 Info: 0] Trying to reconnect server: 192.168.0.5:18018
[2011-03-13 17:17:59 Info: 0] Connecting server: 192.168.0.5:18018
[2011-03-13 17:18:07 Info: 0] GUI: Updating framebuffer...
[2011-03-13 17:18:19 Info: 0] GUI: Updating framebuffer...
[2011-03-13 17:18:20 Info: 0] Writing film status to file
[2011-03-13 17:18:20 Error: 2] Unable to connect server: 192.168.0.5:18018
[2011-03-13 17:18:21 Info: 0] All servers are aligned
[2011-03-13 17:18:39 Info: 0] Film transmission done (189141 Kbytes sent)
[2011-03-13 17:18:39 Info: 0] Film status written to 'C:/Users/Hahn/Documents/Poser Pro 2010/LuxRenderFiles/Explore04.flm'
[2011-03-13 17:18:40 Info: 0] Writing Tonemapped PNG image to file C:/Users/Hahn/Documents/Poser Pro 2010/LuxRenderFiles/Explore04.png
[2011-03-13 17:18:43 Info: 0] GUI: Updating framebuffer...
[2011-03-13 17:18:55 Info: 0] GUI: Updating framebuffer...
...over and over again. I have LuxConsole loading automatically when I bring up the 'server' (the PC not running LuxRender) like in a TaskManager thingie. I've checked, and it loads, and is waiting for Luxrender to come and play. I've also allowed port 18018 to be accessed by LuxConsole and LuxRender, both incoming and outgoing in the Securities/Firewall section for both client and server. And it seems that although my router seems to be a DHCP thingie, it is statically assigning IP addresses to my different systems, which is kind-of nice, really.
Any ideas?
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]
MagnusGreel posted Sun, 13 March 2011 at 5:49 PM
ah
you need to start Luxconsole the right way.
If you prefer starting Luxconsole from a Windows command window, just browse to the folder in which Luxconsole is located and type “luxconsole.exe -s”.
Airport security is a burden we must all shoulder. Do your part, and please grope yourself in advance.
LaurieA posted Sun, 13 March 2011 at 5:53 PM
Yeah, you must open luxconsole with the shortcut that I had you make ;). The console window needs to be open and stay open. If your main machine is sending files, then you should be able to look at the screen of the other machine and see each of the textures loading in that console window :).
If you run the plain luxconsole.exe, a window opens and then disappears right away. That shortcut with the target -s on the end of it keeps the console open. Also, if the path I gave you C:/ is not where you have Luxrender installed on that machine, you'll have to replace it with the right drive letter and path ;). But that space and then -s must be on the end of the path in the shortcut properties Target. I'm not certain why the folks at Luxrender decided to have folks do it this way, but there you have it ;).
Laurie
RobynsVeil posted Sun, 13 March 2011 at 6:03 PM
Um, I was starting Luxconsole from Taskmanager as per recommendations, Magnus, and yes, with the -s switch. Which, as it turns out, was a bad suggestion. Now that I have followed your suggestion, I get the following error:
The program can't start because OpenCL.dll is missing from your computer. try reinstalling the program to fix this problem.
This laptop has a graphics card that does support CUDA (says so right on the little sticker - it's an NVidia GeForce GT 230M display adaptor) so I guess I need to find that OpenCL.dll file and put it where? In the Windowssystem folder?
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]
LaurieA posted Sun, 13 March 2011 at 6:06 PM
Install the non-cl version of Luxrender on the helper machine. Just make sure it's the same version. Unless you're using the GPU rendering in Luxrender on your main machine (and it's buggy still, not the script, but Luxrender itself) you don't need the OpenCL.
Laurie
MagnusGreel posted Sun, 13 March 2011 at 6:25 PM
Quote - Um, I was starting Luxconsole from Taskmanager as per recommendations, Magnus, and yes, with the -s switch. Which, as it turns out, was a bad suggestion. Now that I have followed your suggestion, I get the following error:
The program can't start because OpenCL.dll is missing from your computer. try reinstalling the program to fix this problem.
This laptop has a graphics card that does support CUDA (says so right on the little sticker - it's an NVidia GeForce GT 230M display adaptor) so I guess I need to find that OpenCL.dll file and put it where? In the Windowssystem folder?
the error your getting is nothing to do with the switch I said.. your now getting a different error.
Airport security is a burden we must all shoulder. Do your part, and please grope yourself in advance.
RobynsVeil posted Sun, 13 March 2011 at 6:26 PM
Okay, I followed your instuctions to the letter, got:
[Lux 2011-Mar-14 10:14:46 INFO : 0] Lux version 0.8(dev) of Feb 12 2011 at 13;51:25
[Lux 2011-Mar-14 10:14:46 INFO : 0 Threads: 8
[Lux 2011-Mar-14 10:14:46 INFO : 0 Launching server [8 threads] mode on port '18018'.
So, it's flying. And I can ping this machine from the other. And I still get the identical error in the log.
Oh, and both machines are running the same version of LuxRender: .8RC1. Except one is running LuxConsole.
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]
MagnusGreel posted Sun, 13 March 2011 at 6:28 PM
hold on.
"This laptop has a graphics card that does support CUDA (says so right on the little sticker - it's an NVidia GeForce GT 230M display adaptor)"
you have got the Cuda drivers installed? (with a laptop it would not surprise me if they were not installed)
Airport security is a burden we must all shoulder. Do your part, and please grope yourself in advance.
RobynsVeil posted Sun, 13 March 2011 at 6:39 PM
They apparently are not installed, since the message wouldn't come up, I wouldn't think. Would it?
So, now I have the non-Cl version of LuxRender installed. And I don't get the DOS (cmd) error - Luxconsole starts happily. And I get the reassurance it is up and running. And the client can see this machine (ping). And the ports (18018) are open everywhere. But the log still spits out the same errors.
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]
Snarlygribbly posted Mon, 14 March 2011 at 10:29 AM
Attached Link: Pose2Lux 0.8.9
> Quote - Okay, a bit of a question: not sure what I'm doing wrong. I apologise if this was covered in the main Pose2Lux thread or somewhere before that. I'm using Daz's Conservatory as a building prop thingie, and the structure is coming out all distorted: > > [![onservatory tweaks](http://www.tightbytes.com/Poser/Rendo/Conservatory02-a.jpg)](http://www.tightbytes.com/Poser/Rendo/Conservatory02-a.jpg) > > So, I've gone into each and every part of the structure and set Smooth Polygons off (unticked). Is there something else I should have done? Crease angle is set to 80. Displacement bounds: 0. Shading rate: 0.20. Oh, and I unticked Bend (the tickbox under 'Visible'). > > Any ideas?There are two issues here. One is a problem with Pose2Lux - whenever a displacement map is identified Pose2Lux uses the 'Displacement Subdivision' parameter on the Geometry screen to determine the desired levels of subdivision. This setting overrides any other displacement settings for objects with a displacement map. Unfortunately the range is from 1 to 5, with 1 being the default, so you can't choose to NOT have subdivision on an object which has a displacement map applied!
I've fixed this in v0.8.9 - the range now goes from 0-5, with 0 the new default. You can now leave displacement 'switched on' and not worry about the effects of subdivision unless you choose to move it from the default of 0.
The other issue is with the scene set up. There is a subtract node between the displacement map and the PoserSurface. For use in Pose2Lux, the displacement map should be plugged straight into the PoserSurface node. Obviously the displacement value will need to adjusted accordingly. If you need to subtract a value from the displacement to change the range represented by the map to something other than the default 0-1, you do this by using the Tools screen to add extra parameters to the affected actors in the scene. One of these is 'Displacement Base', which effectively acts as the subtract value.
The link to version 0.8.9 is provided here.
Free stuff @ https://poser.cobrablade.net/
RobynsVeil posted Mon, 14 March 2011 at 6:30 PM
YAY! a new version! I'm so impressed with this, and with your answers, Snarly. Yes, the displacement Imagemap was plugged into a Subtract node - no clue what that was meant to be doing - but I had removed it and did the maths and inserted that as the new value in the channel. Which was probably wrong, but oh well.
Thanks for this fix! Can't wait to try it out. Pose2Lux is all I do in Poser these days, actually. And Luxrender, or course.
Working on creating a variant for the leather shader (softer, smoother, blacker)... thinking it might be worthwhile to actually trial it in Blender, since the materials seem to come from there.
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]
MagnusGreel posted Mon, 14 March 2011 at 6:38 PM
"Yes, the displacement Imagemap was plugged into a Subtract node - no clue what that was meant to be doing"
was to help Poser. Poser has a very simple way of handling displacement. as in black = zero, white = full. the math node moves the zero point to allow for a greater range of displacement ranges.
Airport security is a burden we must all shoulder. Do your part, and please grope yourself in advance.
RobynsVeil posted Mon, 14 March 2011 at 6:51 PM
Thanks for that, Magnus. Oh, so this was that "grey is 0, black is -.5, white is .5 thing"... yeah, I remember that now. Geez, I'm thick sometimes. Old age.
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]
Snarlygribbly posted Wed, 16 March 2011 at 12:33 PM
Attached Link: Pose2Luv v1.0 Final
I'm going to make a few posts to bring everyone up to date with what's happening with Pose2Lux. I'll do it over a few posts so that it's easier to follow.First of all here's the final release of Pose2Lux verion 1
It contains a couple of minor updates: a new parameter for the XML libraries and some support for Lux 0.7 users
This version will not have any new features added to it, but will be maintained. I'll fix any bugs that come to light, and there may be updates to the manual. I also hope to improve Mac compatibility with a few small updates, when time permits.
Mostly, though, this is as far as this version goes.
You may not want to download this version, because work has already started on a new version which will be made available in one of the following posts. The new version will be called Pose2Lux Pro, a conceit I hope you'll forgive - it'll make it easier to distinguish between the versions.
Free stuff @ https://poser.cobrablade.net/
Snarlygribbly posted Wed, 16 March 2011 at 12:41 PM
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.
Free stuff @ https://poser.cobrablade.net/
Snarlygribbly posted Wed, 16 March 2011 at 12:47 PM
Here is the rough plan for what's coming in the next version of Pose2Lux. The version numbers relate to Pose2Lux Pro, so have started again from 0.
v0.0 This is functionally equivalent to the final Pose2Lux v1 release
v0.1 Microdisplacement support for objects with displacement maps
v0.2 Advanced emitter controls, including settings for Watts, Gain, Efficacy as well as IES support and texture mapping of emitters
v0.3 Save All / Load All facility, enabling all data on all screens to be saved to a single file.
v0.4 Advanced support for Poser's Skin and Velvet nodes
v0.5 Basic material editing facilities
v0.6 Better support for import of XML files (e.g. merging with and/or overwriting existing (built in) libraries.
v0.7 Embedded preview mode for editing of materials
v0.8 Facility to save material library to XML file
v0.9 Advanced material editing facilities
v1.0 Alpha release
This roadmap will remain flexible. New features may be added to it, and it may prove easier to do things in a different order, but it gives you an idea of what's in store.
Pose2Lux Pro will continue to be distributed under the MIT licence, i.e. it remains completely free. It will continue to support all Poser versions from v6 to Poser Pro 2010. Unlike Pose2Lux v1 it will also support any new releases of Poser or Luxrender which occur during its development lifecycle.
Free stuff @ https://poser.cobrablade.net/
Snarlygribbly posted Wed, 16 March 2011 at 12:59 PM
Attached Link: Pose2Lux Pro 0.2.1
Here's the first official release of Pose2Lux Pro.It is version 0.2.1 and is, of course, a 'work in progress' so please play gently with it :-)
As per the roadmap above, it contains support for Luxrender 0.8's microdisplacement feature and enhanced control over emitters.
Free stuff @ https://poser.cobrablade.net/
Snarlygribbly posted Wed, 16 March 2011 at 1:05 PM
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?
The idea would be to cover two things:
The actual syntax you need to know to build the material libaries
An introduction to the various Lux material types and their parameters.
Many of you will probably understand more about (2) than I do, so we could make it a bit of a communal learning exercise so that I learn something too!
Free stuff @ https://poser.cobrablade.net/
Cariad posted Wed, 16 March 2011 at 2:21 PM
Oh, 2 versions to play with now!
Thanks muchly Snarly. I am sure others will want to say their piece, but I think this might be my favourite add on for Poser period.
(Too bad I have to go out til later this evening so no play time today for me)
Is there any separate requirements for Pose2Lux Pro we should know about?
Like will it work with both the OpenCL and not versions?
If not I am thinking I need to replace my video card right quick. LOL. For some reason, despite the fact my card is supposed to support OpenCL that version of Lux has never run on my machine properly.
Thanks for all your hard work on this. There are more than a few of us who greatly appreciate the effort all the way around. :)
A tutorial on the material types and the syntax would be mighty useful, I am slowly trying to wade my way through all the info on them, but it is slow going since me an techno-ese are not known to be on speaking terms.
Tutorials for those of us who are visual learners are always a serious plus. If anything, they might help to expand interest in Pose2Lux further. :)
LaurieA posted Wed, 16 March 2011 at 2:56 PM
Quote - The idea would be to cover two things: 1) The actual syntax you need to know to build the material libaries
- An introduction to the various Lux material types and their parameters.
Many of you will probably understand more about (2) than I do, so we could make it a bit of a communal learning exercise so that I learn something too!
Tutorials good :D said in her best caveman imitation
Laurie
RFreise posted Wed, 16 March 2011 at 3:44 PM Online Now!
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.
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]
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]
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
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
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
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]
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
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>
"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"]
"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
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
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
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
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.
Cariad posted Wed, 30 March 2011 at 12:39 PM
Tessalynne posted Wed, 30 March 2011 at 11:38 PM
Definitely needs to cook longer, but I don't know enough to know whether that will completely clear that up.
And a question, can anyone recommend a good starting place material choice wise for doing large quanities of plants, we are talking forest. I think I can figure out bark and vines and stems, but leaves have me scratching my head as to what might be best.
Flenser posted Wed, 30 March 2011 at 11:57 PM
Glossy translucent was created with leaves in mind, so I'd try that.
Software: OS X 10.8 - Poser Pro 2012 SR2 - Luxrender 1.0RC3 -
Pose2Lux
Hardware: iMac - 3.06 GHz Core2Duo - 12 GB RAM - ATI Radeon HD
4670 - 256 MB
Tessalynne posted Thu, 31 March 2011 at 12:57 AM
Thank you.
Cariad posted Sat, 02 April 2011 at 9:54 AM
Baking it out didn't help. No noticable improvement even at 2.5k samples (That screen shot was at about 15 samples). Sure, the blotchiness was clearer, but no sign of it disappearing in the least. I have noticed this phenomenon with a few other hairs too. Ashley Hair does it as well, though it isn't as pronounced and only seems to effect the bangs.
I am wondering if it has something to do with the transmaps honestly rather than being anything in Luxrender per se. I can't see anything wrong with them, and they render just fine in Poser, but something is definitely going on that Lux isn't liking.
DarrenUK posted Fri, 08 April 2011 at 6:29 AM
When I close the message lux2pose says that it is still proccessing V4, but hangs and doesn't do anything. When I close it and try to open the resulting file it aborts, and I get the error log (bottom of picture) obviously because lux2pose didn't complete the export.
What am I doing wrong? Hopefully it's not my antiquated computer that can't handle it! :)
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
DarrenUK posted Fri, 08 April 2011 at 7:20 AM
Yes! before anyone says anything I kept reversing the name, Pose2Lux became Lux2Pose, but that's what it's called in the mirror universe where I used to live. I even had the beard, but had to shave it off, so I could replace my doppelganger here. Mwuh, hu huh!
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
Snarlygribbly posted Fri, 08 April 2011 at 8:17 AM
Attached Link: Pose2Lux Pro v0.4.2
@DarrenUKFixed in version 0.4.2
You weren't doing anything at all wrong, but it had been several versions since I checked what happened when no LUX materials were asssigned :-)
Free stuff @ https://poser.cobrablade.net/
DarrenUK posted Fri, 08 April 2011 at 12:21 PM
Quote - @DarrenUK
Fixed in version 0.4.2
You weren't doing anything at all wrong, but it had been several versions since I checked what happened when no LUX materials were asssigned :-)
Thankyou, will give this another go.
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
Latexluv posted Mon, 11 April 2011 at 5:39 AM
Is there a Pose2Lux logo that I can officially use on my images? I have a few renders I would like to put up on my Deviant Art page and would like to have the Pose2Lux logo in the corner. Also, I thought I had seen a gallery option at the Pose2Lux site, now it's not listed on the sidebar.
"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
RobynsVeil posted Mon, 11 April 2011 at 7:11 AM
Quote - Is there a Pose2Lux logo that I can officially use on my images? I have a few renders I would like to put up on my Deviant Art page and would like to have the Pose2Lux logo in the corner. Also, I thought I had seen a gallery option at the Pose2Lux site, now it's not listed on the sidebar.
Upper-left-hand corner on the website is the logo... Snarly would have to give you permission, tho.
The gallery option shows up when you're logged in. Well, it does for me. Should do the same for you?
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]
LaurieA posted Mon, 11 April 2011 at 8:26 AM
a lot of the earlier versions of P2L had the icon in the zip archive. I would think that would still be the case ;);
Laurie
ErickL88 posted Mon, 11 April 2011 at 2:15 PM
When wanting to make an Emitter out of a prop, does it matter what kind of material you set it to (matte, matte_transl., glossy, glass .. etc .. )? Is the material having an influence on the emitting light?
ThunderStone posted Mon, 11 April 2011 at 2:33 PM
ErickL88, in my experience, it doesn't matter as long as it's not null... When you set it up in the exporter, there's an emitter section that allows you to set up the prop as an emitter, just remember to set the ambient color to white or whatever color light you want to shine and the value to any value other than negative or zero.
===========================================================
OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly
9/11/2001: Never forget...
Smiles are contagious... Pass it on!
Today is the tomorrow you worried about yesterday
ErickL88 posted Mon, 11 April 2011 at 2:57 PM
Oki, thanks for the reply, ThunderStone :)
bagginsbill posted Mon, 11 April 2011 at 5:10 PM
Just for giggle, suppose you made the emitter emit blue only, but the object is otherwise white, and lit by other things. Do you expect it to be blue or something else?
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Snarlygribbly posted Mon, 11 April 2011 at 6:23 PM
Quote - ErickL88, in my experience, it doesn't matter as long as it's not null...
I can't be 100% sure about this as I don't have access to Pose2Lux to check, but I'm pretty sure I've used the 'null' material on emitters in order to have just the texture-based light but not the geometry. I think I used this on candle flames, for example.
Maybe my memory is playing tricks on me though!
Free stuff @ https://poser.cobrablade.net/
ThunderStone posted Mon, 11 April 2011 at 6:45 PM
Snarlygribbly... I tried the null mat on the flame of the candle and it disappeared. There was no "flame" or light from the emitter when it was rendering... That is why I said as long as it's not null...
===========================================================
OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly
9/11/2001: Never forget...
Smiles are contagious... Pass it on!
Today is the tomorrow you worried about yesterday
GeneralNutt posted Mon, 11 April 2011 at 10:20 PM
Quote - Just for giggle, suppose you made the emitter emit blue only, but the object is otherwise white, and lit by other things. Do you expect it to be blue or something else?
I expect it to be blue. But running a test right now to see.
GeneralNutt posted Mon, 11 April 2011 at 11:16 PM
All things equal, it appears blue. But as other light sources get brighter they effect the colour of the emitter. It even seems to change the colour of the emission (or at least the light coming off the emitter), although my test was not set up to show that, so I can't say for sure.
GeneralNutt posted Mon, 11 April 2011 at 11:45 PM
Did another test. The colour coming off the emitter can be changed (or is) by other light sources, under the above test critiera anyway, assuming I didn't make some gaff, and you know what they say about assume).
Also should mention, the emmiter didn't change the colour of the light.
Snarlygribbly posted Tue, 12 April 2011 at 6:29 PM
Quote - Snarlygribbly... I tried the null mat on the flame of the candle and it disappeared. There was no "flame" or light from the emitter when it was rendering... That is why I said as long as it's not null...
I'm home now and have access to Pose2Lux again. Yay!
Just run a couple of tests and I have been able to have emitted light even when the 'Null' material has been assigned to the emitting surface. I don't know why I'm getting different results from those that you're getting :-(
Free stuff @ https://poser.cobrablade.net/
jancory posted Tue, 12 April 2011 at 6:47 PM
i just tested null on a plane emitter & it works fine for me too. interesting idea....
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
LaurieA posted Tue, 12 April 2011 at 7:37 PM
Oooo...good to know :)
Laurie
ladydrakana posted Tue, 12 April 2011 at 10:54 PM
Quote - Having trouble exporting V4. Got the materials stripped down to the basics. Got the latest versions of lux and lux2pose. Using Poser 8. Get an error message in lux2pose (see top of picture) which I first thought was because I had V4 installed in a Poser 6 Runtime, but I reinstalled her into the P8 one, deleted and then reloaded the figure from the P8 Runtime and still get the same message.
When I close the message lux2pose says that it is still proccessing V4, but hangs and doesn't do anything. When I close it and try to open the resulting file it aborts, and I get the error log (bottom of picture) obviously because lux2pose didn't complete the export.
What am I doing wrong? Hopefully it's not my antiquated computer that can't handle it! :)
I don't know if anyone answered this question or not. But I get a message just like this if I do not apply a lux material to one or more materials that get imported into Poser2lux from Poser. You may want to check that either all the materials are updated or remove the ones that you don't need. If someone already answered this, just ignore.
Poser Pro 2010
LaurieA posted Wed, 13 April 2011 at 12:27 AM
Snarlygribbly wrote:
"Attached Link: Pose2Lux Pro v0.4.2
@DarrenUK
Fixed in version 0.4.2
You weren't doing anything at all wrong, but it had been several versions since I checked what happened when no LUX materials were asssigned :-)"
Laurie*
ThunderStone posted Wed, 13 April 2011 at 10:47 AM
Just for the record, nI am without a computer at the moment. It died an ignoramus death this past weekend, so I am not able to test or retest the null mat. Also haven't been able to get back on the site. I'm typing this out from a neighborhood cafe and don't know when I will be back to check my emails.
===========================================================
OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly
9/11/2001: Never forget...
Smiles are contagious... Pass it on!
Today is the tomorrow you worried about yesterday
hibingo posted Sun, 29 May 2011 at 6:46 AM
Quick question from a noob (to luxrender that is). I've got a single raytrace spot light with a shadow blur radius set to 10. In luxrender, however, there's no shadow blur at all.
Am I missing something? I just want soft shadows.
LaurieA posted Sun, 29 May 2011 at 7:02 AM
If you want soft shadows use a point light, scale it up to 500-1000% or use an emitter. By emitter I mean something like the one sided square (with the normal facing the subject) with an ambient setting at 1.0
hibingo posted Sun, 29 May 2011 at 7:21 AM
Quote - If you want soft shadows use a point light, scale it up to 500-1000% or use an emitter. By emitter I mean something like the one sided square (with the normal facing the subject) with an ambient setting at 1.0
Diggidy dang, what a fast and informative reply. I'll give it a look see.
THANK YOU!
LaurieA posted Sun, 29 May 2011 at 7:28 AM
You're welcome! LOL
Laurie