Luxus discussion II

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  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    Sasje said:
    Help, does anyone know how to do DOF in Luxus / Luxrender ???
    I can’t find any tutorial how to do that, I read the luxrender wiki but I can’t find those cameras :down:
    I tried camera in daz with DOF but no. :down:
    Please does anyone know how to do this???

    This has an explanation: http://www.daz3d.com/forums/viewreply/298054/

    Here is an image

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  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    A couple of questions I don't think I've found answers to in the manual or the LuxRender Wiki:

    Everyone seems to be using "samples/pixel" as a render quality value. Where can I find this? There's a "S/p" value in the LuxRender console output that's slowly going up as the render progresses, is this it? And what do all the other stuff in the console mean? They're just random numbers to me.

    Light Portals. Can the current version of Luxus handle this? I tried to follow the LuxRender Wiki instructions, but I couldn't find any way to apply a "portal material" to a plane mesh.

    The LuxRender GUI. Is there a manual for this? It's a bit confusing.

    I'm having fun so far, and the results (that work) have been really good, but some things just leave me scratching my head.

    See the image above, the blue arrow is for you :)

    Portals are not supported. In my experiments with them, they did not seem to help.

    LuxRender documentation is found on luxrender.net
    -> http://www.luxrender.net/wiki/Main_Page

  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    PlatnumK said:
    Sorry if this has been asked before but can someone tell me how to get the projection light to work, I've tried creating a spot light and converting it to a projection light and adding an image that i want to project but I just can't seem to get it to work at all.

    I've read the LuxRender wiki about lighting but it wasn't much help at all.

    Does this help?

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  • jax_512b7aea09jax_512b7aea09 Posts: 61
    edited December 1969

    Sasje said:
    Help, does anyone know how to do DOF in Luxus / Luxrender ???
    I can’t find any tutorial how to do that, I read the luxrender wiki but I can’t find those cameras :down:
    I tried camera in daz with DOF but no. :down:
    Please does anyone know how to do this???

    Set the depth of field on the camera in Daz and Luxus uses those numbers.

    However, Daz and Lux use the numbers differently. In Daz Studio, you may need to set the f-stop to 200 or more to achieve a medium depth of field, but LuxRender uses closer to real world values. So a very narrow depth of field will be around 1.4 - 2.0, and a very wide depth of field will be like 22. 4.0 - 5.6 should give you a fairly typical picture with enough depth of field to keep your subject in focus and de-focus background objects.

  • PlatnumkPlatnumk Posts: 682
    edited December 1969

    PlatnumK said:
    Sorry if this has been asked before but can someone tell me how to get the projection light to work, I've tried creating a spot light and converting it to a projection light and adding an image that i want to project but I just can't seem to get it to work at all.

    I've read the LuxRender wiki about lighting but it wasn't much help at all.

    Does this help?

    Not sure what i am doing wrong but all i get is a black render

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  • SasjeSasje Posts: 835
    edited December 1969

    SphericLabs and Mordur thak you :-) :-)
    it works :-)

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    LuxRender documentation is found on luxrender.net
    -> http://www.luxrender.net/wiki/Main_Page

    I know about the LuxRender wiki, I have it bookmarked and I'm constantly browsing through it. If it mentions the LuxRender GUI, that bit's hiding.

    Another couple of questions:

    Lights. I'm having mostly very good results applying light materials to lightbulbs in a room, but when I try illuminating e.g. windows in a spaceship model, it's as if each tiny little light has a WW2 searchlight behind it. And I can't turn them down easily — turning colour RGB values towards 1,1,1 and power down to 1W or less, it's either still glaring bright or much too dim. Sometimes two bits of mesh with the same surface can be both at once. This one's downright weird.

    Also, is there any way to get a sky light to shine through a skydome/skybox, or should I try an HDRI map on the light?

    Luxus materials: are there any links to collections? I'm discovering Poser materials are more often than not better than D|S settings, but some things e.g. water I think I need a bit more help with.

  • PlatnumkPlatnumk Posts: 682
    edited December 1969

    PlatnumK said:
    PlatnumK said:
    Sorry if this has been asked before but can someone tell me how to get the projection light to work, I've tried creating a spot light and converting it to a projection light and adding an image that i want to project but I just can't seem to get it to work at all.

    I've read the LuxRender wiki about lighting but it wasn't much help at all.

    Does this help?

    Not sure what i am doing wrong but all i get is a black render

    Finally fihured out what i was doing wrong - need to turn the spot light gain up so it is 60 or above.

    SphericLabs thanx for the help

  • PlatnumkPlatnumk Posts: 682
    edited December 1969

    This is my 1st attempt at using glossy materials with Luxus

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  • dpm316dpm316 Posts: 0
    edited August 2013

    Glad to see this thread revived since the 50% sale! Great renders from all. I've gotten some amazing results using Luxus as an exporter as you can see from my DA page here, but the one issue that keeps me going back to using Reality is the problem with generating lxs files. It looks like Luxus doesn't finish generating the lxs file which causes a syntax error when the truncated file is read by LuxRender. I have this happen more often than not and it's getting very frustrating. It seems to happen at a random place in the lxs file and is not caused by a particular object. I can render the same scene using Reality as the exporter without issues. Has anybody else had this problem?

    Thanks,
    dpm316

    Post edited by dpm316 on
  • VanguardVanguard Posts: 492
    edited December 1969

    dpm316 said:
    Glad to see this thread revived since the 50% sale! Great renders from all. I've gotten some amazing results using Luxus as an exporter as you can see from my DA page here, but the one issue that keeps me going back to using Reality is the problem with generating lxs files. It looks like Luxus doesn't finish generating the lxs file which causes a syntax error when the truncated file is read by LuxRender. I have this happen more often than not and it's getting very frustrating. It seems to happen at a random place in the lxs file and is not caused by a particular object. I can render the same scene using Reality as the exporter without issues. Has anybody else had this problem?

    Thanks,
    dpm316

    I must have rendered over 200 images through Luxus and this has never once happened to me.

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    dpm316 said:
    Glad to see this thread revived since the 50% sale! Great renders from all. I've gotten some amazing results using Luxus as an exporter as you can see from my DA page here, but the one issue that keeps me going back to using Reality is the problem with generating lxs files. It looks like Luxus doesn't finish generating the lxs file which causes a syntax error when the truncated file is read by LuxRender. I have this happen more often than not and it's getting very frustrating. It seems to happen at a random place in the lxs file and is not caused by a particular object. I can render the same scene using Reality as the exporter without issues. Has anybody else had this problem?

    Thanks,
    dpm316

    The only compile issues I've had were ones I created myself by using the 'Extra Settings' option in the surfaces tab. I'd ensure you didn't accidentally type something in that you didn't want. Beyond that I've no idea what could cause the problem and have never experienced it myself. Is there any discernable pattern to where the breaks occur?
  • dpm316dpm316 Posts: 0
    edited December 1969

    Thanks for the reply. It happens on scenes that are 100% auto-converted so I don't have any extra settings. It also happens on scenes were I've converted surfaces to LuxRender materials - so no pattern there. I haven't seen a pattern as to where it stops generating the lxs file either. Sometimes, if I close Daz and re-open it without making any changes, it works! This is why I think it's just random and maybe even memory related. Although, I have no issues with Reality exporting the same scene. It also seems to happen more often now than when I first got Luxus. Maybe it's because my scenes are becoming more complex. I'll have to spend time focusing only on troubleshooting so I can figure out what's going on.

    Peace \/
    dpm316

  • BarubaryBarubary Posts: 1,230
    edited December 1969

    I noticed this just yesterday, but has anyone any clue what exactly the absorption scale parameter in the volume settings does? I can't really find it in the LuxRender wiki, not that that's overly helpful anyway.

  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    Barubary said:
    I noticed this just yesterday, but has anyone any clue what exactly the absorption scale parameter in the volume settings does? I can't really find it in the LuxRender wiki, not that that's overly helpful anyway.

    It gets multiplied by absorption color parameter.

    I usually think of it like this: the volume represents a 3 dimensional space with microscopic particles. As light passes through the volume the microscopic particles absorb/remove light. The light that is removed is the absorption color, the density or how many particles there are is the absorption scale. I should probably rename it particle density.

    This is why an absorption color of yellow will strip out green and red and leave the blue light alone. This is also why when an object is big vs small, it effects the absorption of light. A bigger object will have more particles that the light passes through.

  • Joe.CotterJoe.Cotter Posts: 3,361
    edited December 1969

    Do you have an example of how/when this would be used?

  • dpm316dpm316 Posts: 0
    edited August 2013

    SphericLabs,

    Do you have any idea why Luxus would generate a truncated lxs file? I can't attach the file here because it's too big even compressed. I can't even post the last line as code because it is too long. The last section is "shape mesh" and it gets truncated in the "float uv" line after ~99565 characters. The end of the line looks like this:

    0.8933445 0.4742435 0.9012145 0.471962 0.90

    So you can see that it just stops abruptly in the middle of the line. When this lxs is read into LuxRender, it causes a syntax error on this line. I get this with almost every but the most simplest of scenes when using Luxus as the exporter. The same scenes work perfectly with Reality.

    After a bit of troubleshooting, I noticed the lxs file for this scene is always getting truncated at 90,908 KB. If I hide some of the objects so it falls below that number, then it works - regardless of which objects I hide. This is how I know that it's not related to any particular object in the scene. I opened another scene and Luxus truncated the lxs file when it went above 60,607 KB. So the threshold is not always the same.

    Thanks,
    dpm316

    Post edited by dpm316 on
  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Repeat posting, no-one's answered this yet:

    LuxRender documentation is found on luxrender.net
    -> http://www.luxrender.net/wiki/Main_Page

    I know about the LuxRender wiki, I have it bookmarked and I'm constantly browsing through it. If it mentions the LuxRender GUI, that bit's hiding.

    Another couple of questions:

    Lights. I'm having mostly very good results applying light materials to lightbulbs in a room, but when I try illuminating e.g. windows in a spaceship model, it's as if each tiny little light has a WW2 searchlight behind it. And I can't turn them down easily — turning colour RGB values towards 1,1,1 and power down to 1W or less, it's either still glaring bright or much too dim. Sometimes two bits of mesh with the same surface can be both at once. This one's downright weird.

    Also, is there any way to get a sky light to shine through a skydome/skybox, or should I try an HDRI map on the light?

    Luxus materials: are there any links to collections? I'm discovering Poser materials are more often than not better than D|S settings, but some things e.g. water I think I need a bit more help with.

  • VanguardVanguard Posts: 492
    edited December 1969


    Lights. I'm having mostly very good results applying light materials to lightbulbs in a room, but when I try illuminating e.g. windows in a spaceship model, it's as if each tiny little light has a WW2 searchlight behind it. And I can't turn them down easily — turning colour RGB values towards 1,1,1 and power down to 1W or less, it's either still glaring bright or much too dim. Sometimes two bits of mesh with the same surface can be both at once. This one's downright weird.

    I can try to help you with this one. Setting intesity on Mesh lights seems to do little. I use the color to adjust them. In the LuxRender GUI you can select the color of lights. If you want white light use the grey scale to bring it down.

    Also, you can set light intensity in the Lux Gui if you have more than one light source. If you only have one it does now good.

  • SpottedKittySpottedKitty Posts: 7,232
    edited August 2013

    Vanguard said:
    Setting intesity on Mesh lights seems to do little. I use the color to adjust them.

    Intensity, is that the same as "LuxRender Light - Power (Watts)" in a Luxus surfaces parameter list? The parameter names are so confusing and unexplained I think we'd better be precise with this. And I have tried tweaking the colour — lighting small mesh lights on a spaceship model, I started with default settings, colour full white (255,255,255) and power 100W. Glaringly bright, so I turned the power down in stages until it was set at just 1. Not glaring any more, but still way too bright. Then I started bringing the colour values down. I ended up with RGB values of 1,1,1 and many of the lights were still too bright. That's what I can't understand, it just isn't easy to control these lights.

    Colour is a bit of a head-scratcher as well. Many of the lights I add a map to just wash out to a single colour, frequently white whatever colour the light's supposed to emit. And I can't get red lights to look red, they all come out a bilious magenta-ish shade. And I don't know what any of the other parameters do (the LuxRender wilki is usually no help here).

    :question:

    Post edited by SpottedKitty on
  • VanguardVanguard Posts: 492
    edited August 2013

    Vanguard said:
    Setting intesity on Mesh lights seems to do little. I use the color to adjust them.

    Intensity, is that the same as "LuxRender Light - Power (Watts)" in a Luxus surfaces parameter list? The parameter names are so confusing and unexplained I think we'd better be precise with this. And I have tried tweaking the colour — lighting small mesh lights on a spaceship model, I started with default settings, colour full white (255,255,255) and power 100W. Glaringly bright, so I turned the power down in stages until it was set at just 1. Not glaring any more, but still way too bright. Then I started bringing the colour values down. I ended up with RGB values of 1,1,1 and many of the lights were still too bright. That's what I can't understand, it just isn't easy to control these lights.

    Colour is a bit of a head-scratcher as well. Many of the lights I add a map to just wash out to a single colour, frequently white whatever colour the light's supposed to emit. And I can't get red lights to look red, they all come out a bilious magenta-ish shade. And I don't know what any of the other parameters do (the LuxRender wilki is usually no help here).

    :question:

    Yes, I was referring to "LuxRender Light - Power (Watts)" before. I never use that setting, it never seemed to make a difference.

    Here is a set of pics depicting 4 mesh lights, simple planes with the LuxRender light material added to them and simply enabled, no other setting change on the materials.

    After letting the render run for a minute or so I paused it to play with the light settings in the lux gui.

    Pic 1 shows how changing the "Gain" in the lights changes their illumination / intensity.

    Pic 2 shows similar but differing effect, this time all lights have gain set to 1 but use color to change intensity

    Pic 3 shows that if only one light is enabled then changing the values has little effect, The panel that was darkest in the previous pictures is now the only light and is therefore bright.

    My suggestion is to create simple scenes with lights and experiment on how they work. The LuxRender wiki stuff is highly technical and hasn't helped me much.

    The nice thing is you can play in realtime with the lights in the Lux GUi, all day long sometimes :p

    Hope that helps

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    Post edited by Vanguard on
  • SpottedKittySpottedKitty Posts: 7,232
    edited August 2013

    Vanguard said:
    After letting the render run for a minute or so I paused it to play with the light settings in the lux gui.

    I can do that? I thought once I'd started a render running I couldn't twiddle the settings.

    Edit: aaaand it seems to be making no difference. I caught the pause right after the first render pass, turned all the lights down to a gain of 0.01 then restarted, and everything's glaring bright again after letting it run for 20 minutes.

    Post edited by SpottedKitty on
  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    Vanguard said:
    After letting the render run for a minute or so I paused it to play with the light settings in the lux gui.

    I can do that? I thought once I'd started a render running I couldn't twiddle the settings.

    Edit: aaaand it seems to be making no difference. I caught the pause right after the first render pass, turned all the lights down to a gain of 0.01 then restarted, and everything's glaring bright again after letting it run for 20 minutes.

    Is your tonemapper(in the LuxRender GUI) autolinear? If it is its adjusting the gain back. Change it to linear for better control.

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    It works, thanks! :cheese:

  • Joe.CotterJoe.Cotter Posts: 3,361
    edited December 1969

    You shouldn't have to pause it either.

  • dpm316dpm316 Posts: 0
    edited December 1969

    Is there a place to submit a bug report?

    Thanks,
    dpm316

  • VanguardVanguard Posts: 492
    edited December 1969

    Gedd said:
    You shouldn't have to pause it either.

    True. I just paused it to keep the render from altering the look f the different shots I was trying to illustrate.

  • SzarkSzark Posts: 10,634
    edited December 1969

    What gets me even with Linear if we set a light mesh to say 5 watts in my mind the light should behave as 5 watts no matter if the light has a IES settings. For a realistic render engine I find this to be a tad annoying.

    But I suppose I expect too much out of a Open Source project like Luxrender.

  • cwichuracwichura Posts: 1,042
    edited December 1969

    Actually, that IS behaving like the real world. An IES profile is applying a light spread profile to a light. This mimics the reflector that a light in the real world would have to shape the light into that profile. If a reflector concentrates the light, the visible effect is that the light seems brighter in the smaller area that it covers than it would if it had no reflector. This is a basic principal in using studio strobes in photography, for example.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Yeah which I am getting and I do understand what IES's are and I am using them in a render now. Been going for 62 hours at 1.8 KS/p yes slow machine and that is in hybrid mode using one HDRI and two mesh light planes with IES profiles loaded and working as far as I can tell. Well there is a noticable difference with and without. But thank you cwichura for confirming I do understand this aspect.

    What I have trouble with is why in Linear mode the Wattage adjustment seems to have no effect. Yes using Non Linear I see they work as expected with the right wattage for the right IES. BUT i want full control in Linear mode. Not Luxus's fault granted.

    Why? I find many HDRI's hit and miss with how much light they should give out compared to how the HDRI looks when viewed in Photoshop. They seem to be a bright sunny day but when used as an HDRI they don't seem to put out the same light as expected. Yes I have tried rotating the HDRI in DS. Probably poorly made HDRI's granted and probably my fault for being cheap.

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