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Thanks mjc1016 :)
reading through 133 pages of luxus discussion.
some amazing renders in there.
and tips. like, skydomes and shadowcasting. the Elf Lanterns. Accelerators.
Confused between the console and the gui option.
i see some Vincent in his gallery :)
Console...no user interaction, command line only...Luxrender runs, reads the .lxs file...renders and creates the tonemapped image. 'Status' is printed out on a new line, in the 'console' every so often.
Gui...the user interface with all the bells and whistles.
Also, the gui lets you do neat tricks like adjusting lighting groups (while the render is still running!) or using the Refine Brush (which tells LuxRender to pay more or less attention to part of your render: useful if you have e.g. a speckle patch that refuses to go away).
is it on an option pane to open the gui?
the answer to this must be so obvious, no one needs to mention it :lol:
is it possible to put a keyboard shortcut in the option pane? so i don't have to open the pane to activate luxus materials.
can i convert to luxus materials for everything in the scene in one go?
thanks :)
Possibly...but I don't know how, never bothered to do those kind of customizations to DS.
thanks :)
Sort of...if you just export, Luxus will auto-convert what it can...but they won't be optimal.
You can, but it might not be a good idea. The problem (in the current Luxus version) with the differences in materials is that values get transferred unchanged into the new LuxRender parameters. Mostly, of course, this is exactly what you want. But some of the LuxRender surface properties — especially Bump, Displacement and Specular, perhaps a few others — use very, very low values. Also, many different kinds of materials need different LuxRender presets (matte, glossy, metal, glass, etc.); you can't just convert all of them at once automatically into the proper material type.
E.g. Bump and Displacement in D|S is measured in centimetres, but in LuxRender the same number means "metres". Specular and surface roughness (vital for glossy or metal surfaces) have limits beyond which the object looks unnaturally "super-matte" or "super-glossy". All of these will need manual tweaking before you try even a test render.
THe light groups in the Lux Render GUI are there so that you can easily figure out how to adjust the output of your lights in your exporter. When it comes down to the final render, the Lux devs recommend placing all your lights into one group as this will conserve memory.
I am illuminated.
(Sorry, Zen straight line, had to be done.)
is there a script, or possible to make a script, that could remove all the bricks Luxus ignores from the shader?
it would be so much easier to eyeball the thing, lol
thanks :)
ooo a gorgeous still life http://michaelg1234.deviantart.com/art/A-place-to-relax-2-378330581 :bug: woww wowww just saw it full size
hmm, says luxrender, doesn't mention luxus though
surely someone has worked on a Sylfie setting :)
For some reason, in the surfaces pane, checking "Show Hidden" actually hides unused Luxus settings rather than unhiding them. Then, if you type Lux in the search pane, it will show you only the Luxus settings and not the DS settings. I often do this when tweaking my Luxus settings.
For some reason, in the surfaces pane, checking "Show Hidden" actually hides unused Luxus settings rather than unhiding them. Then, if you type Lux in the search pane, it will show you only the Luxus settings and not the DS settings. I often do this when tweaking my Luxus settings.
Have you tried the Eluxir yet?
i'm hoping to give it a go this weekend.
I've been working on skin settings for V4 and I'm fairly happy with this result. All materials in this rendering were converted to LuxRender materials including the hair, which was set to glossy translucent. The outfit was metal2 gold and cotton twill with thread count set at 800. The only materials auto converted where the eyes and teeth. I will focus on glossy eyes at a later date. V4 was subdivided. If anyone is interested I'll post my settings.
I'm interested. Please post your settings :)
Been a while since I've fiddled with the skin settings so I'm in need of a refresher. Please post your skin settings, after all, that's what this tread is for.
Late reply, but here they are for V4. I converted the skin to glossy translucent and used these settings. It is very important to set the diffuse and transmission color to the bitmap of the skin, and the specular color to the specular bitmap; obviously the bump map to be the correct one as well.
Thank you for the settings JartStar. I'll give them a try :-)
Cause those translucent lux material settings look mostly weird here and take hours to cook, i did just the following in slosh's cube scene (see render above):
luxrender-settings: linear ISO 60 / shutter 0.7 / f-stop 2.8 / gamma 2.2
light: one luxus area light xrotated -114
model: genesis 1 with custom morphs
skin: merchant resource freckled for v4 (nonfreckled version), nothing changed in skin materials except glossiness to 0
luxmaterials: nothing except volume for bumpmap
render stopped at only 120 s/p
Same good (in my opinion) results with other skins, it is all about the (daz) glossiness set near 0, lux changes the material to the more light grey the higher the glossiness value is, at near 0 everything is good, and that problem is on all materials, not only human skin.
Looking forward to some opinions :)
P.S. hope the black censor boxes are big enough for daz ...
edit: image removed cause of the black boxes, i'll render another one
Thanks for the tips andreasrauh. I'll try some of the settings that people have posted.
Regarding the black bars, Mr. Richard Haseltine says:
Acceptable Ways of Handling Nudity
You could put a bikini on her.
Actually you can't post images with the black boxes http://www.daz3d.com/forums/discussion/3279_4/
looks nice though.
thanks, i delete it and cook another with bikini
Here is the new picture with a simple unicoloured bikini instead of boxes ... and to say it clearly, i meant the translucent settings here are looking weird here on my renders, not in the pictures posted here :)
Sorry if this is answered in another section, but can someone help me with displacements? I want to get a good vein/vascularity on skin and would like to know if anyone knows the proper settings.
Thanks in advance
Just like bump, the displacement value is measured in centimetres for D|S and in metres for LuxRender, so whatever value is in the standard parameter settings should be divided by 100 for the LuxRender parameter. Note that the displacement isn't automatically transferred by Luxus, you have to set it up manually for each material that has a displacement map applied.
Are you talking about the offset or the scale?
Hmm, that's a good question, I didn't realise displacement settings were so different from bump — and as usual, the LuxRender wiki is somewhere between vague and misleading on the subject (only talking about Blender, I think). Have to do some reading up about that, but I think the D|S displacement value corresponds to the LuxRender displacement Scale value. I can't quite figure out what the wiki means about the Offset value; "a shrink/fatten modifier"?
Say, quick question:
Early on in the render (around 50 samples), a lot of materials that don't use matte settings (e.g. glossy translucent) look shinyish/white. Is this normal?
To me, that is normal. I need to run Luxrender for 30 minutes before the glossy materials doesn't look too shiny. Luxrender needs to send more samples to the glossy materials compared to matte from what I understand.
That depends; the major culprit in "shiny stuff all white" is the specular value, which must be much lower in LuxRender than it is for a standard D|S material. Have you checked that in the glitching materials? Does the over-whiteness go away eventually as the render continues? It might also be due to your lighting rig, are you using the same lights for the scene as you were in D|S, or is it set up with actual LuxRender lights?