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Luxus for Carrara alpha release available - Luxrender in Carrara
Posted: 17 April 2013 09:21 AM   [ Ignore ]   [ # 61 ]
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In fact, lets just go ahead and make it available.  I am in the middle of doing adding the LuxRender special textures, but stability of Load and Save is important.
-> http://sphericlabs.com/carrara/Luxus.zip

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Posted: 17 April 2013 10:01 AM   [ Ignore ]   [ # 62 ]
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in the shader room,. you should select the “top level” of the shader,. and change it to (Lux Surface)

Once you’ve done that,. you can select the next level down, and add a Lux Material from the menu list.

In any Diffuse, or Colour channel,. you can select “Texture map”  from the menu, and then browse to load your textures.

Carrara saves the location of the texture maps used in shaders,. then tries to load them from that location when the scene is loaded.
So,. for my little test scene ZIP,.. i just dumped the texture maps into the Zip file, along with the carrara scene file.

This means that wherever you unzipped the files to,. is where you’ll need to browse to, to find, and load the textures.
My bad :(

The shader preview doesn’t work very well with Lux shaders right now. hopefully that’s something which can be worked on.

There’s also some info for setting up the shaders a few posts back in this thread.

pics….

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lux_shader_setup1.jpglux_shader_setup2.jpg
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Posted: 17 April 2013 10:16 AM   [ Ignore ]   [ # 63 ]
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Thanks for the update Spheric Labs

I also managed to download the zip this time smile

Apologies to all for the scene / shaders,,
setting them up again should be relatively easy, ..most of them were “Lux matte” which should be the same , and you should be able to load the texture maps from wherever you’ve unzipped them.

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Posted: 18 April 2013 03:49 AM   [ Ignore ]   [ # 64 ]
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@ 3DAGE

Thank you for the test scene files
I’m not sure about those whit dots tho

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Posted: 18 April 2013 09:27 AM   [ Ignore ]   [ # 65 ]
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Hi,

Luxus has received a little update (the missing map field for Lux Infinite).

http://carraracafe.com/forum-3/#cid=1,tid=30

rk.

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Posted: 18 April 2013 09:46 AM   [ Ignore ]   [ # 66 ]
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Issues with white dots is called fireflies and common with unbiased renderers, usually a problem with the lighting or the settings.
Sometimes post processing is needed to fix it, but in this case, the unrealistic sharp shadows indicate unrealistic lights that may be the issue.
Or the choice of “path” instead of “bidir” surf integrator with the glass.

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Posted: 18 April 2013 12:24 PM   [ Ignore ]   [ # 67 ]
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Fireflies .. PITA,. but endemic to these render engines,....
Given enough time,. they’ll fix themselves,. but depending on your system, and settings, it can take hours to get a final render without fireflies.

checking / changing lights and shaders setting can help too.

have a look at the noise reduction setting in the Lux render GUI

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noise.jpg
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Posted: 18 April 2013 01:45 PM   [ Ignore ]   [ # 68 ]
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Something to try on later builds maybe:

Fireflies

With regards to fireflies, a new setting has been added for firefly rejection. This setting should be available in your exporter, but if it is not, you can add it manually to the scene file. This setting goes in the “Film” area of the .lxs file and shouldn’t need to go over 10. In fact I found that even a setting of 1 produced great results. There is a speed hit but if your scene has fireflies in it, this is worth it.
“integer outlierrejection_k” [1]

http://www.luxrender.net/wiki/New_User_Tips_and_Tricks#Fireflies

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Posted: 18 April 2013 06:21 PM   [ Ignore ]   [ # 69 ]
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I appear to be losing my UV coordinates when I export to Lux. I’ve been sticking with OBJs, mostly Poser/DAZ stuff.
I’m starting the trees with Lux Surface, then Lux Matte with the corresponding texture map plugged into the color channel.
Am I missing a step???

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Posted: 19 April 2013 07:45 AM   [ Ignore ]   [ # 70 ]
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Hi,

new build online.

Link: http://carraracafe.com/forum-3/#cid=1,tid=30

Spheric Labs writes:

“Changes:

- All options for materials should now be visible.

- All the texures of the 1.0 spec implemented (exception band and multimix)

- Added Mac Build.  Install/Copy LuxRender such that there is a folder right next to your Extenstions folder called LuxRender that contains the LuxRender application.

Win64 - http://sphericlabs.com/carrara/Win64/Luxus.zip

Mac64 - http://sphericlabs.com/carrara/Mac64/Luxus.zip


Todo:

- Bump, Normal, and Displacement maps.

- A decent autotranslation

- some error checking before handoff to LuxRender.  For example, you can plug a float texture into a color slot.

- Carrara Instances as LuxRender instances

- Various UI and workflow improvements including choosing where LuxRender is.”

rk.

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Posted: 19 April 2013 08:31 AM   [ Ignore ]   [ # 71 ]
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jimmytshirt - 18 April 2013 06:21 PM

I appear to be losing my UV coordinates when I export to Lux. I’ve been sticking with OBJs, mostly Poser/DAZ stuff.
I’m starting the trees with Lux Surface, then Lux Matte with the corresponding texture map plugged into the color channel.
Am I missing a step???

Can you please show some screenshot to describe the problem and/or try with a test texture like this?
http://s183.photobucket.com/user/meo3000/media/UV_mapper.jpg.html
First a Carrara render, there a Luxus render.

Maybe a bug, maybe a difference between Carrara and Luxrender, maybe…

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Posted: 19 April 2013 10:28 AM   [ Ignore ]   [ # 72 ]
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Here’s a quick example of the issue I’m running into.
For the Lux export, I converted all domains to Lux Surface with Lux Matte as the material. I plugged the corresponding texture maps into the Color channel of the Matte material.
I should probably try a simple object modeled and mapped right in Carrara, huh!

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MappingEx1.jpg
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Posted: 19 April 2013 01:00 PM   [ Ignore ]   [ # 73 ]
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Yes, a simple model to would be easier for trying to find the bug.
Updated the diagnostic texture link http://s183.photobucket.com/user/meo3000/media/UV_mapper.jpg.html

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Posted: 19 April 2013 01:20 PM   [ Ignore ]   [ # 74 ]
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I tried messing with this. I was truly determined that I was going to try it out.
As simple as the instructions that I’ve found here at at the Cafe seem… it was still to vague unless I had a lot more time to dedicate to experimenting with the new entire shader setup. I simply don’t have enough time without a complete explanation of each of the shader enrties… including which I have access to, and what they do compared to Carrara’s shaders so I can set something up.

Frankly, I’m not going to set a ball on a plane. I’m going to render a person with a small scene at the very least - otherwise it’s not really a test for what I do.

Please understand that I am very interested. I’m just too busy to spend this much time guessing.
I do want to try it. But I just don’t know what all works - and what I really need to do.

What I DO know:
Go through every shader in the scene and set up a Lux shader at the top level, and make sure that the first material is Lux Matte with a texture. Beyond that, I don’t know where to go from there to set alpha or transparency, bump texture, highlight or specular texture and the angle which the effect takes palce (Shininess in Carrara). And there’s a word in there with a slider… what do I do with that? Like the Lux Matte… you ad a texture and there’s some word that I don’t recall ever seeing before… with a slider from 1-100 underneath the texture map.

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Posted: 19 April 2013 01:34 PM   [ Ignore ]   [ # 75 ]
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Hi JimmyTshirt smile

what program are you exporting the OBJ from. ?

The OBJ’s UV’s shouldn’t be effected by importing into Carrara,. or changing the shaders to Lux,.. but what may be happening is that the UV Tiling for that texture map is wrong.

 

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