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Luxus discussion
Posted: 16 March 2013 10:28 AM   [ Ignore ]   [ # 526 ]
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As a Reality user, my first impressions of Luxus are very positive. I picked it up earlier and am now currently playing around with it. So far the major upsides are that it has pretty much every single option a hands-on person like myself could potentially want and not least of all is that it has support for the materials I so desperately hoped Reality would include in an update. Namely, cloth and skin.

I like the integration with Daz Studio especially. With Reality you open it up in its own separate window, which means you lose access to the surface selection tool. If you want to select a surface using it, you need to close Reality first, select the surface and then re-open the window. A bit long winded for a simple function. I like that I can copy and paste material settings easier too. With Reality it has a few bugs regarding this, and it won’t copy the material type, so if you’re trying to copy-paste a metal to a currently glossy surface, it won’t do anything. No such issues with Luxus though, which has made things a whole lot easier.

That’s not to say it’s a seamless transition, mind you. Adding custom tweaks to the Lux materials can often create redundant settings in the resulting LXS file. These only throw up warnings by the compiler, but it does result in extra fluff which isn’t needed. I’m still getting used to how Luxus translates materials for Luxrender, as it does so in a different way to Reality, but I am pleased at least that UberSurface seems to convert reasonably well, though I’ve yet to get SSS to translate across.

I also like that it compiles the actual models into the LXS files rather than creating extra directories as Reality does. It makes clean ups a lot quicker and easier, though part of me still prefers the separate LXM files of Reality for hands-on tweaks. Still, the compiled LXS is neatly formatted so finding stuff in the file isn’t much of a chore.

I’ll post some renders as soon as I have something worth looking at. Naked Victoria probably isn’t the best choice for public sharing, and I’ve been using her to test skin volumes. If anyone knows any good settings to use for skin, by the way, or an easy way to translate UberSurface SSS settings to Luxus I’m all ears.

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Posted: 16 March 2013 11:04 AM   [ Ignore ]   [ # 527 ]
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HeraldOfFire - 16 March 2013 10:28 AM

As a Reality user, my first impressions of Luxus are very positive. I picked it up earlier and am now currently playing around with it. So far the major upsides are that it has pretty much every single option a hands-on person like myself could potentially want and not least of all is that it has support for the materials I so desperately hoped Reality would include in an update. Namely, cloth and skin.

I like the integration with Daz Studio especially. With Reality you open it up in its own separate window, which means you lose access to the surface selection tool. If you want to select a surface using it, you need to close Reality first, select the surface and then re-open the window. A bit long winded for a simple function. I like that I can copy and paste material settings easier too. With Reality it has a few bugs regarding this, and it won’t copy the material type, so if you’re trying to copy-paste a metal to a currently glossy surface, it won’t do anything. No such issues with Luxus though, which has made things a whole lot easier.

That’s not to say it’s a seamless transition, mind you. Adding custom tweaks to the Lux materials can often create redundant settings in the resulting LXS file. These only throw up warnings by the compiler, but it does result in extra fluff which isn’t needed. I’m still getting used to how Luxus translates materials for Luxrender, as it does so in a different way to Reality, but I am pleased at least that UberSurface seems to convert reasonably well, though I’ve yet to get SSS to translate across.

I also like that it compiles the actual models into the LXS files rather than creating extra directories as Reality does. It makes clean ups a lot quicker and easier, though part of me still prefers the separate LXM files of Reality for hands-on tweaks. Still, the compiled LXS is neatly formatted so finding stuff in the file isn’t much of a chore.

I’ll post some renders as soon as I have something worth looking at. Naked Victoria probably isn’t the best choice for public sharing, and I’ve been using her to test skin volumes. If anyone knows any good settings to use for skin, by the way, or an easy way to translate UberSurface SSS settings to Luxus I’m all ears.

The subsurface scatter happens when any of the UberSurface family of shaders have Specular2 Active.  The scattering is subtle and could be improved.  You can see it in the file as a homogenous volume with scattering, do a search for Interior or homogenous.

The real power of Luxus will come into play when we start seeing material and shader presets made.

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Posted: 16 March 2013 11:58 AM   [ Ignore ]   [ # 528 ]
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Out of curiosity, why Specular2 instead of the actual subsurface scatter options in UberSurface?

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Posted: 16 March 2013 12:54 PM   [ Ignore ]   [ # 529 ]
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HeraldOfFire - 16 March 2013 11:58 AM

Out of curiosity, why Specular2 instead of the actual subsurface scatter options in UberSurface?

After reading this
-> http://images.autodesk.com/adsk/files/sss-skin-shader-tutorial.pdf

I concluded:
-> the only way to get hyper realistic looking skin will be to create art specifically for it.
-> the scattering part was less important that the volume color. So we go to glossy_translucent when we see the Specular2 Active, even if scattering is off.
-> The scattering is controlled by subsurface refraction, color, and strength.

So in other words, there are more things to good looking skin than just scattering,  admittedly I am still learning.

 

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Posted: 16 March 2013 02:11 PM   [ Ignore ]   [ # 530 ]
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OK I found that Luxus is not liking my normal maps at all, though DAZ Studio’s 3Delight and the Reality2 render them with no issues. So anyone else having any problems with normal maps? btw if I remove the normal map my objects loose all detail….and they shouldn’t…so I am not sure what else is going on…..I posted several shot a page or so back one has teh three different renders but the lux was bad (solved that issue) then a single shot with the luxus and how it treats my normal maps….

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Posted: 16 March 2013 02:32 PM   [ Ignore ]   [ # 531 ]
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nreed - 16 March 2013 02:11 PM

OK I found that Luxus is not liking my normal maps at all, though DAZ Studio’s 3Delight and the Reality2 render them with no issues. So anyone else having any problems with normal maps? btw if I remove the normal map my objects loose all detail….and they shouldn’t…so I am not sure what else is going on…..I posted several shot a page or so back one has teh three different renders but the lux was bad (solved that issue) then a single shot with the luxus and how it treats my normal maps….


It may be better to show your settings for that surface that your having issues on.

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Posted: 16 March 2013 02:45 PM   [ Ignore ]   [ # 532 ]
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Has anyone heard anything further on the Bluebird 3D tutorial series?

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Posted: 16 March 2013 02:59 PM   [ Ignore ]   [ # 533 ]
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I was thinking about tutorails and I had a quick look on the net and there are a lot of vids etc on using Lux Render as that is all we need thinking about the plug-in logically. Granted it is hard to find a starting point (I am) with a series of tutorails progressing to more advanced functions. The main thing for me is to understand the render engine itself and what all the settings mean after all they are just the internals of Lux render displayed by the plug-in if I am not mistaken. So the info already out there should help with that too. Material conversion is propbably going to take a bit to understand too but again the net should provide good helpfull info on that side also.

As soon as my second attenmpt at the same test image is done I will spend some time doing some specitic searches and see what I find. That will be tomorrows job by the looks of the render.

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Posted: 16 March 2013 05:00 PM   [ Ignore ]   [ # 534 ]
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with the luxus and how it treats my normal maps….

I am going to guess that it is dependent on the normal maps and not luxus as such. I just ran a test with some of my ‘design toolbox” shaders that had the normal maps (the reality ones) and didn’t get any oddness.

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Posted: 16 March 2013 06:46 PM   [ Ignore ]   [ # 535 ]
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nreed - 16 March 2013 02:11 PM

OK I found that Luxus is not liking my normal maps at all, though DAZ Studio’s 3Delight and the Reality2 render them with no issues. So anyone else having any problems with normal maps? btw if I remove the normal map my objects loose all detail….and they shouldn’t…so I am not sure what else is going on…..I posted several shot a page or so back one has teh three different renders but the lux was bad (solved that issue) then a single shot with the luxus and how it treats my normal maps….

Did you generate the tangents (button below the field where you specify the normal map, see below)? Without it the maps will look sort of mirrored along the v axis.

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Posted: 16 March 2013 07:12 PM   [ Ignore ]   [ # 536 ]
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Millighost that seems to do the trick and solves the question of why some would look ok and others would not. Now I can start fine tuning them.

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Posted: 16 March 2013 08:38 PM   [ Ignore ]   [ # 537 ]
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Luxball 6 scene for Poser and DAZ Studio.

http://www.luxrender.net/forum/viewtopic.php?f=13&t=5527&p=94030#p94030

I have converted the famous Luxball scene for use in Poser and DS.  This is designed as a handy little test scene where you can do all the testing you want and be able to compare to other lux users. (incase you dont know)

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Posted: 16 March 2013 08:47 PM   [ Ignore ]   [ # 538 ]
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OH!! big surprise
I always wanted that ball! Thank you. It will be very useful!

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Posted: 16 March 2013 08:52 PM   [ Ignore ]   [ # 539 ]
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Hellboy - 16 March 2013 08:47 PM

OH!! big surprise
I always wanted that ball! Thank you. It will be very useful!


You’re welcome Hellboy.  That is the cleanest Luxball yet.  Its all quads and so is the inner ball.  only the stand and text has triangles.  It exports very quickly compared to older versions of the scene now that the floor grid is texture map instead of being modeled.

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Posted: 16 March 2013 08:55 PM   [ Ignore ]   [ # 540 ]
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Thank you, Mattymanx. Very handy!

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