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Luxus discussion
Posted: 07 April 2013 07:43 PM   [ Ignore ]   [ # 1171 ]
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SphericLabs - 06 April 2013 08:29 PM

If you aim the camera, such that you can see past any object in the scene, do you see sky color or blackness?  The Sky2 will provide a sky looking color for anywhere that does not have an object in front of it.

Or do you have some sort of background object that is blocking the sky?

YIKES!  You’re absolutely right!  I have Millennium Environment v2.0 backdrop placed behind the house.  After you mention that, I realize this actually casts a huge shadow which makes scene light appearing uneven.

Now I am finally confident that Luxus has done everything well!  I even appreciate awesome job in material translation from DAZ Studio to Luxrender.  The material, reflection, etc..  Amazing job!

Thank you for pointing it out. smile

Quick question #1, about arealight planes..  Can we turn them invisible but will emit light and how?
Quick question #2, can we get light to pass thru an object unaffected?  It’ll be useful for skydome, backdrop, etc.

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Posted: 07 April 2013 08:55 PM   [ Ignore ]   [ # 1172 ]
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Thank you everyone for your kind words.

I can’t take any credit for the realistic feathers I’m afraid, they are amazing by themselves, that’s the talent of the creator. Getting good textures to start makes a huge difference as there are not that many Luxus materials and they don’t always react as you expect.

There is no postwork, which is amazing as I find I usually have to do some, what I did though was play with the film response and try different films as I thought my initial light setting too washed out.

The ability to control so many things while still rendering, and also to restart the render makes life so much easier, even if it does take longer.

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Posted: 08 April 2013 07:50 AM   [ Ignore ]   [ # 1173 ]
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It occurred to me while testing material settings on various objects that to really set up material settings for a render engine such as Lux, one needs to set them up so that they will work under various lighting settings with other objects set up at different times, ie.. one needs a standard. The challenge is, there are various lighting conditions and circumstances so how does one go about setting up this standard. The only conclusion I could come up with is a set of lighting conditions that represent a gamut of options from indoor florescent to outdoor cloudy, sunny, etc… If there were a ‘standard set’ of lights (and render settings,) one could bring in any object and set that objects material settings so that the object looked good under all said standard light sets. Even if one had a radically different light/render setup they were using, they would be starting from a known quantity.

This I think is what I will end up doing. I am not at the point of doing it yet however, so if anyone else finds this a useful concept and wants to start the project, feel free smile

I should add, if one does set up some standard sets, they should be well documented so everyone using them know exactly what each setup in the set defines and represents. I would think it would also be helpful to name the set clearly and uniformly so that one easily identifies the set among other light setups in their library, such as ‘XXX’s Test Setup Sunny, XXX’s Test Setup, Indoor Florescent’

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Posted: 08 April 2013 08:01 AM   [ Ignore ]   [ # 1174 ]
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Related to the last post, one thing I would put on a wishlist for Luxus is a function to output a text file that lists any changes from the base on a given render settings set. This would make documenting, troubleshooting, and learning much easier (imo) smile

If one had that, they could save the settings with a picture so they could easily see what they used in a given image, similar to the metadata that shows in Photoshop Lightroom/Bridge related to camera settings.

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Posted: 08 April 2013 08:12 AM   [ Ignore ]   [ # 1175 ]
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KibbyCabbit - 07 April 2013 07:43 PM

Quick question #1, about arealight planes..  Can we turn them invisible but will emit light and how?
Quick question #2, can we get light to pass thru an object unaffected?  It’ll be useful for skydome, backdrop, etc.

You have to think of Lux light panes like real photographic light sources, you can’t turn them invisible and expect them to work, you need to hide them out of shot, remembering that the light sources can be blocked by items of scenery in the way.

In the same way a sky dome will block out the light from the Lux “Sun”.

 

 

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Posted: 08 April 2013 08:18 AM   [ Ignore ]   [ # 1176 ]
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Wierd I have two Light mesh planes that are hidden and emitting light. Both the Daz Studio and Lux Material Opactiy settings are set to 0% and they work just fine.

Dome yeah I agree, HDRI or use the Pre Multiply Alpha button (ON Transparent Background) in the LuxRender render setttings in Daz Studio and overlay your render on top of a background of your choice.

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Posted: 08 April 2013 08:30 AM   [ Ignore ]   [ # 1177 ]
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Szark - 08 April 2013 08:18 AM

Wierd I have two Light mesh planes that are hidden and emitting light. Both the Daz Studio and Lux Material Opactiy settings are set to 0% and they work just fine.

Dome yeah I agree, HDRI or use the Pre Multiply Alpha button (ON Transparent Background) in the LuxRender render setttings in Daz Studio and overlay your render on top of a background of your choice.

Weird, I was sure they had to be visible to work.

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Posted: 08 April 2013 08:43 AM   [ Ignore ]   [ # 1178 ]
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I just checked in Daz Studio Surface part of the Surfaces Pane Opacity 0% and Lux Render part, Opacity 0% and I have light emiting from both planes.

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Posted: 08 April 2013 10:56 AM   [ Ignore ]   [ # 1179 ]
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For those who track such things, Reality for Poser has finally been unleashed.

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Posted: 08 April 2013 11:15 AM   [ Ignore ]   [ # 1180 ]
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Szark - 08 April 2013 08:43 AM

I just checked in Daz Studio Surface part of the Surfaces Pane Opacity 0% and Lux Render part, Opacity 0% and I have light emiting from both planes.

I’ll have to try that..  I’d heard it wasn’t possible so I never tried it.

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Posted: 08 April 2013 11:19 AM   [ Ignore ]   [ # 1181 ]
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AndYourLittleDogToo - 08 April 2013 10:56 AM

For those who track such things, Reality for Poser has finally been unleashed.

Now I’ve got to find some extra time to finally figure out how to use Poser.  I bought PP12 when it went on sale a month or so ago, but without LuxRender support I just couldn’t justify the time to learn the interface.

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Posted: 08 April 2013 03:24 PM   [ Ignore ]   [ # 1182 ]
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First of all, let me apologize if you have seen this in the Biased vs. Unbiased Showdown thread.  I am following both threads and wanted feedback.

I messed around with the glossytranslucent material to come up with a nice skin shader.  I am fairly happy with this one, but will continue to work on it, trying out each setting, until I get something great.

The image was made for the Michael Initiative thread, so there is a reason the character is wearing lingerie.  grin

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Posted: 08 April 2013 04:22 PM   [ Ignore ]   [ # 1183 ]
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Slosh - 08 April 2013 03:24 PM

First of all, let me apologize if you have seen this in the Biased vs. Unbiased Showdown thread.  I am following both threads and wanted feedback.

I messed around with the glossytranslucent material to come up with a nice skin shader.  I am fairly happy with this one, but will continue to work on it, trying out each setting, until I get something great.

The image was made for the Michael Initiative thread, so there is a reason the character is wearing lingerie.  grin

I like how the skin turned out. smile

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Posted: 08 April 2013 04:27 PM   [ Ignore ]   [ # 1184 ]
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Considering the results you have been getting, I take that as a very high compliment, Hellboy.  Thank you

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Posted: 08 April 2013 04:38 PM   [ Ignore ]   [ # 1185 ]
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-willowfan- - 08 April 2013 08:30 AM
Szark - 08 April 2013 08:18 AM

Wierd I have two Light mesh planes that are hidden and emitting light. Both the Daz Studio and Lux Material Opactiy settings are set to 0% and they work just fine.

Dome yeah I agree, HDRI or use the Pre Multiply Alpha button (ON Transparent Background) in the LuxRender render setttings in Daz Studio and overlay your render on top of a background of your choice.

Weird, I was sure they had to be visible to work.

Lux works differently, which can be both a blessing and a curse. The surface emits light whether or not it is rendered. A null material (one which is ignored by the render engine) will still emit light fully across its surface as if it were visible. Of course, while the emitter might not be visible, the light it fires out will be. This means that if you’re looking directly at the light, or if there are reflections, you will see that light.

The downside to this is that you can’t shape lights by using alpha maps. If you used, for example, a cutout alpha map for a star shaped light it would have no effect on the shape of the light displayed by Lux. The full surface is still emitting light, regardless of how visible it is. The only way to shape lights is to place a shaped filter over it with the alpha map applied so that the light is forced to pass through it and form the desired shape.

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