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pure white are probably the culprit here. I would tone down the white to 170 ish range
But, actually that bump map value seems very high and could be the problem and probably unnecessary on cloth. Cloth will have a cloth looking texture, is the bumpmap to emboss a logo or something?
Thanks - I wondered about that but I thought that was only an issue for the specularity colour. I'll try again with your suggestion.
I just selected the cloth and copied the DAZ Studio values, so the bump must have been inherited.
Nope -- fireflies still there.
Here are the settings now.
My experience with fire flies is that the lightning is to low.
Use more light sources, like big area lights or a dome, IBL...
I want using the mesh options in Luxus (bump and displacement).
Unfortunately I cannot find the negative and positive values to set the image scale. There are only the strength value.
How can I set this mesh options?
Is there somewhere that says LuxRender should have a negative and positive value?
Mathematically strength is the scale, although perhaps not as convenient.
Yes, LuxRender need the displacement values in meter.
But I have a gray image or a one channel of a colored image. This means values from 0 to 255.
It is very beneficial to scale the image. For example 0 is - 1mm and 255 is 3mm, like DAZ render.
So I can use the DAZ values and Images (with scaling).
In Blender I use the texture setting for this.
Here is an example I did with Eluxir:
Eluxir is the way to do it, or using the scripting in the Extra Mesh Settings, but that is more cryptic.
As a heads up, once the Eluxir settings are applied to a material, Eluxir is not needed. Meaning a material or shader preset made and used on another machine will work even if it does does not have Eluxir.
Eluxir. So from my n00b knowledge, once Eluxir is run, it produces a "bump map" (whatever it is called) , that can be sent with that surface to another computer? If I read that correct? What must be saved to add that extra information (Is it just a bump map in studio, or something somewhere else)?
With my experience with 3delight, the bump/displacement ranges, must at-least be equaled by some of the lights "Shadow Bias" for the texture to even do anything. One of the nuances I'm still working out myself is the exact ratios for the individual lights "Shadow Bias" vs the values of a given surface displacement/bump. Dose LuxRender even have a "Light shadow Bias" of sorts?
Eluxir is a node editor or shader mixer. You can save the create shader brick and can share it with any other user/computer. It is a simple way to share shaders. The bump map, normal map or displacement map is not exported with the brick, only the names (It is easy to change the file names.).
The specified file must be present on the other Computer.
You can simply use bump map, normal map or displacement map and values corresponding to this from DAZ or 3Dlight.
But note that 3Dlight gives all values in cm and LuxRender in m.
Luxrender is a physical unbiased renderer.
For Bump see here:
http://www.luxrender.net/wiki/Bump_and_Displacement
Lightning is extremely important for Luxrender. The most problems with Luxrender comes from not correct light settings.
Ah, shader bricks and Spaghetti land... If you find me hogtied with shader Patch cords somewhere in the forum, I just tried to do something in Shader mixer. lol
Thanks for the bump info, Dose that imply that I need to change the bump strength from 100% 3delight, to 1000% for Luxus?
how about the "shadow bias" on the lights? or are they combined as the same thing?
I love Spaghetti but only with red sauce.
Bumps: Start with 100 % and if it looks cruel, use smaller values.
In LuxRender is no bias for light and shadows. It use the physically exact values. It is quite different from 3Dlight.
It is a lot of physics, but the result is near the reality (photo like).
Luxus don't save or load all values from extra settings
If I use Eluxir to create Extra settings not all values will be stored.
Here an example from settings hip shader:
After apply Eluxir shader the lxs-file gives following correct text:
In all image maps the values
- "string filtertype" [""]
- "string wrap" [""]
-"string channel" [""]
-"string mapping" [""]
-"string subdivscheme" [""]
are empty!
So it gives a bad render.
Direct. 0 is very shiny. 1 is very matte.
Maybe I am making something wrong, but at 0 the Roughness is not so shiny and the steps until 1 (matte) start giving me a matte surface at 0.4 value. Also, seems that the Specular Map is not being read at all. I have a B&W checker attached to the Specular Color channel in the spheres but I do not see any effect
I honestly am not sure how the channels/setting-parameters are translated into LuxRender surface settings, tho I can see a hint of the checker patron in the center front of that array (and toward the right of that).
In 3Delight, and the DazDefault shader (The thing primitives start out with), gloss and reflectivity, are determined by the Spectacular. If the Specular is set to black, or zero percent strength, in either stetting, no reflections, and no gloss in 3delight.
Thus, with that color box set to 0r0g0b, it is the same as having the strength set to nothing, and that is probably why it works like that for your spread. None of the balls with near-zero specular, will have any gloss or reflection. And the checker map is doing nothing at that point (That is visible to the eye).
Your spread looks perfectly consistent for a 3delight render, tho IF Luxus is supposed to do any thing different, it is over my head.
It was a scene save.
I honestly am not sure how the channels/setting-parameters are translated into LuxRender surface settings, tho I can see a hint of the checker patron in the center front of that array (and toward the right of that).
In 3Delight, and the DazDefault shader (The thing primitives start out with), gloss and reflectivity, are determined by the Spectacular. If the Specular is set to black, or zero percent strength, in either stetting, no reflections, and no gloss in 3delight.
Thus, with that color box set to 0r0g0b, it is the same as having the strength set to nothing, and that is probably why it works like that for your spread. None of the balls with near-zero specular, will have any gloss or reflection. And the checker map is doing nothing at that point (That is visible to the eye).
Your spread looks perfectly consistent for a 3delight render, tho IF Luxus is supposed to do any thing different, it is over my head.
The values are not translated by Lux. I set the material using native Lux Material settings. In the example it is Glossy with diffuse set as Red (255,0,0) and the checker pattern attached to the Specular channel.
Interesting experiment, so I tried to take a closer look at it.
First image, set up the glossy material, went with 0.2 increments on the roughness and 51 increments on the grey specular color.
Second image, added an infinite light with environment map to get something to reflect.
Third image, added a black & white checkerboard map to the specular color channel.
Attached is a screenshot of my surface settings of one of the spheres so you can compare it to your own.
Maybe you can figure out what is wrong with your settings.
So, maybe the math behind these values could being miscalculated by the exporter. I really don't know, but the fact is if I use the skin IOR I will get a very flatt surface when rendering.
Ah that makes sense. You were setting the specular via the Specular IOR. As stated on the LuxRender wiki:
-> http://www.luxrender.net/wiki/LuxRender_Materials_Glossy
Skin is usally best done with a glossytranslcuent material and a homogenous volume. Set the index of refraction in the volume.
That is quite a difrent result MBusch, looking good.
And thanks for the tips SphericLabs, I am taking notes for my pending Luxus adventures :coolsmile:
Quick question... is Luxus a dll? DIM says it's installed but I can't find it. Opened up DS and can't find it there either. So kinda strange. Thanks for the help!
Luxus is a dll. You will find it under plugins.
Hmm. Wasn't there but say's it's installed according to DIM. I'll uninstall and reinstall when I get home from work then.
If you right-click on the entry in DIM and choose "Show Installed Files", what does it say?
Just home from work and dinner with friends. OK. ... reinstalled and now Luxus.dll is showing in the plugins folder and the Luxus render option is present in the Render Settings drop down. YAY... lol
If I may ask. IES lights. I take it they are the preferred method of putting lights into a scene.
Is there a simple, >"Photo Neutral"<, IES light set? one that is NOT scavenged from a light manufacturer, or Product that must be purchased.</p>
My goal is to convert my 'Test Chamber' to Luxus. As a test chamber, it must, >MUST<, use lights that can be access by anyone to use and (in a scientific way) Duplicate the testing environment. The description of my 3delight chamber (And construction instructions) are here.<br /> http://www.daz3d.com/forums/discussion/47738/
Or is that IES stuff not at all what I want?
(EDIT, ops, wrong link. fixed now.)
IIRC, that is pretty much the definition of IES light data — it's released by light manufacturers so that architects designing e.g. a room or a car park can run the numbers for different options and work out what kind of lights they need to buy and how much light goes where in the final design, before they start actually building anything.
I've tried setting up a scene with IES lights a few times, without much success; I think I must be doing something wrong. It's much easier for me to set up mesh or environment lights. They have the advantage of being directly adjustable, whereas with IES data the only way to change the behaviour of the light is to change the data. Not very user-friendly.