Luxus discussion II

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  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    dpm316 said:
    Thanks Spheric for answering all of my questions! I really appreciate it. One more question for you:

    How do I make a floor reflect the objects that are on it? I'm working on a scene with a checkered floor and a chair. When I render it, the floor has no reflections regardless of what I set the reflection value to in DS. I'd like to have the floor reflect the chair as if it was just polished. :)

    Thanks again!
    dpm316

    P.S. What do you think of my "Andrea on glowing cube" render from above?

    For the floor to reflect, you can turn up glossiness, specular strength, and reflection strength.
    Or you can Do Luxus - LuxRender Materials, choose glossy and make sure you adjust roughness very low. Try 0.001 for U and V or something like that.


    In regards to your image, I am pretty braindead when it comes to art so it may not mean much coming from me, but I am impressed.

  • VanguardVanguard Posts: 492
    edited December 1969

    I thought I would share a render.

    I was envious of all the LuxRender images I saw in the Reality ads so I had bought Reality but never really got going with it. Truthfully I never gave it any time to learn.

    I then snagged Luxus on sale, as I was still jealous of the lux renders. Can never have too many options.
    I found Luxus to be very intuitve and simple to learn, with still enough controls deeper in to gain improvements when it came time to learn.

    My first renders were 'ok', with my only real complaints being that I struggled getting skin to look decent. I tried mucking around with the Luxus surface setting to no real avail. One day I will sit and try to understand Slosh's methods, but I am not up to that yet. Still more of a pre-canned surface sort of person.

    This is a very quick and simple figure study, but to me looks pretty realistic.

    The figure is GND4 Athletic, by Blackhearted.
    I added the Dimension Theory Interjection shader
    Used the Luxus Sun light, didnt even have to adjust it
    and rendered in LuxRender vi Luxux plugin.

    Very little twiddling to get it done. Hardest part was getting the clothing to fit as the GND4 body is not included in adjustment morphs in the Beach wear clothing set.

    Set DOF in the DAZ Camera

    I use the Kodachrome 25 profile, I like the deep vibrant colors it gives and have had the best luck with it doing decent skin tones without having to mess around with the surface settings.

    beach_hi_by_vanguard_studio.jpg
    1000 x 1500 - 695K
  • FFUmmlerFFUmmler Posts: 0
    edited December 1969

    Hey Guys,

    I got some issues with the auto-convertion of Hair into LuxRender. Maybe some of you could help. You can reach the thread under http://www.daz3d.com/forums/discussion/24871/

    Kind regards, Nico

  • Michael GMichael G Posts: 0
    edited December 1969

    Just a quick one, glass table top is glass2 with volume and absorption (Crystal IOR), table legs are metal2 with a chromium freshnel .NK file. The pillows and blanket are LUX velvet.
    Modelled in DAZ 4.6, rendered in Luxrender 1.3dev using LUXUS.

    Hope you like it.

    del.jpg
    1400 x 1050 - 423K
  • Herald of FireHerald of Fire Posts: 3,504
    edited July 2013

    dpm316 said:
    Thanks Spheric for answering all of my questions! I really appreciate it. One more question for you:

    How do I make a floor reflect the objects that are on it? I'm working on a scene with a checkered floor and a chair. When I render it, the floor has no reflections regardless of what I set the reflection value to in DS. I'd like to have the floor reflect the chair as if it was just polished. :)

    Thanks again!
    dpm316

    P.S. What do you think of my "Andrea on glowing cube" render from above?

    For the floor to reflect, you can turn up glossiness, specular strength, and reflection strength.
    Or you can Do Luxus - LuxRender Materials, choose glossy and make sure you adjust roughness very low. Try 0.001 for U and V or something like that.


    In regards to your image, I am pretty braindead when it comes to art so it may not mean much coming from me, but I am impressed.
    I usually cheat for reflective surfaces and mix in a little mirror material with the glossy. That way the reflections have far better definition in my opinion. That's the method I used on my shower image for the tiles, since even reducing the roughness to zero wasn't giving the best effect.

    Shower.jpg
    800 x 800 - 591K
    Post edited by Herald of Fire on
  • dpm316dpm316 Posts: 0
    edited December 1969


    I usually cheat for reflective surfaces and mix in a little mirror material with the glossy. That way the reflections have far better definition in my opinion. That's the method I used on my shower image for the tiles, since even reducing the roughness to zero wasn't giving the best effect.

    Wow, thanks for the tip! I managed to get my reflective floor by lightening up the LuxRender Glossy Specular color.

    Spheric, thanks for the compliment. It does mean a lot!

    Peace \/
    dpm316

    Lambo.png
    600 x 776 - 543K
  • RhaleRhale Posts: 78
    edited December 1969

    My displacement maps aren't showing up. What's the trick to it?

  • MattymanxMattymanx Posts: 6,996
    edited December 1969

    Rhale_2 said:
    My displacement maps aren't showing up. What's the trick to it?


    Did you remember to check off the box for "Copy Studio Parameters" which will carry over the maps?

  • RhaleRhale Posts: 78
    edited July 2013

    The displacement maps are being written to the .lxs file, but no displacement is apparent in the render. If I export the same scene with Reality, the displacement is there.

    If I convert to a glossy material, and tick the use DS settings box, the map doesn't carry forward.

    Here's the material from Luxus using 'autoconvert':

    #Material: plane.Default
    
    Texture "diffuse_color" "color" "constant"
     "color value" [0.04777575 0 0]
    
    Texture "disp_value" "float" "imagemap"
     "float vscale" [-1]
     "string filename" ["D:/Textures/Tests/checker.jpg"]
    
    Texture "disp_texture0" "float" "subtract"
     "float tex1" [1]
     "float tex2" [-1]
    
    Texture "disp_texture1" "float" "scale"
     "texture tex1" ["disp_texture0"]
     "texture tex2" ["disp_value"]
    
    Texture "disp_texture2" "float" "add"
     "texture tex1" ["disp_texture1"]
     "float tex2" [-1]
    
    Texture "disp_texture3" "float" "scale"
     "texture tex1" ["disp_texture2"]
     "float tex2" [0.01]
    
    MakeNamedMaterial "material0"
     "string type" ["glossy"]
     "texture Kd" ["diffuse_color"]
     "color Ks" [0.009685717 0.009685717 0.009685717]
     "float uroughness" [0.8]
     "float vroughness" [0.8]
    
    NamedMaterial "material0"
    
    


    Here's the 'converted' material:

    #Material: plane.Default
    
    MakeNamedMaterial "material0"
     "color Kd" [0.04777575 0 0]
     "color Ks" [0.02201299 0.02201299 0.02201299]
     "float index" [0]
     "float uroughness" [0.1]
     "float vroughness" [0.1]
     "color Ka" [0.2195197 0.2195197 0.2195197]
     "float d" [0]
     "bool multibounce" ["false"]
     "string type" ["glossy"]
    
    NamedMaterial "material0"
    
    Post edited by Rhale on
  • Herald of FireHerald of Fire Posts: 3,504
    edited July 2013

    Rhale_2 said:
    The displacement maps are being written to the .lxs file, but no displacement is apparent in the render. If I export the same scene with Reality, the displacement is there.

    If I convert to a glossy material, and tick the use DS settings box, the map doesn't carry forward.


    For displacement to work correctly you'll need some level of subdivision on less polygon intensive objects. You can set this in Luxus and either use micro-displacement or loop. Micro-displacement subdivides and displaces objects during the render, so they take up less memory but it can cause longer render times. Loop subdivision displaces objects before rendering, so they can take up a lot more memory, but it will speed up renders. If you require a high degree of subdivision, it's recommended you choose micro-displacement.
    Post edited by Herald of Fire on
  • RhaleRhale Posts: 78
    edited December 1969

    Thanks HoF, that's exactly what I needed to know.

    (The manual was not very helpful on this point.)

  • Dino GrampsDino Gramps Posts: 0
    edited July 2013

    Vanguard said:

    I use the Kodachrome 25 profile, I like the deep vibrant colors it gives and have had the best luck with it doing decent skin tones without having to mess around with the surface settings.

    Kodachrome 25 - I have thousands of Kodachrome 25 slides. It was my favorite film, and still is my favorite profile in Lux. I wish there was a Kodachrome 25 setting on my digital SLR! ;-)

    Post edited by Dino Gramps on
  • RhaleRhale Posts: 78
    edited December 1969

    Genesis 2, mostly V6 with a little extra dial spinning.

    d99.png
    828 x 1120 - 778K
  • VanguardVanguard Posts: 492
    edited December 1969

    Rhale_2 said:
    Genesis 2, mostly V6 with a little extra dial spinning.

    Beautiful and unique. Great render!

  • dpm316dpm316 Posts: 0
    edited December 1969

    That looks really good, rhale. What hair is that? Love the messy look. Very realistic!

    Peace \/
    dpm316

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

    Yes, nice image :)

  • RhaleRhale Posts: 78
    edited December 1969

    It's Harlow Hair 2. I did a lot of tests with the glossy translucent material, but in the end just went with glossy.

  • Michael GMichael G Posts: 0
    edited December 1969

    Another genesis 2 render. it`s gone a bit quite on LUXUS updates.

    norma.jpg
    1600 x 1155 - 388K
  • Michael GMichael G Posts: 0
    edited December 1969

    In fact seams to have gone a bit quite full stop.

    tools.jpg
    1600 x 1155 - 422K
  • Joe.CotterJoe.Cotter Posts: 3,361
    edited December 1969

    Nice texture work Michael, and nice image in general :)

  • KeryaKerya Posts: 10,943
    edited December 1969

    Definitely worth seeing fullsized!

  • Michael GMichael G Posts: 0
    edited December 1969

    Kerya said:
    Definitely worth seeing fullsized!

    Yeah there so much going on in the green bottle. thanks.

    @gedd thank you.

  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    very impressive.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    WOW Michael, that's a fantastic render! So realistic. I can almost imagine a Wizards hand reaching down for the rolled up documents

  • PulpArtstPulpArtst Posts: 88
    edited December 1969

    These are some fantastic and motivating images.

  • Michael GMichael G Posts: 0
    edited December 1969

    RAMWolff said:
    WOW Michael, that's a fantastic render! So realistic. I can almost imagine a Wizards hand reaching down for the rolled up documents

    Thank you :D

  • SotoSoto Posts: 1,450
    edited December 1969

    Thats so fantastic! I want to render something too, but I messed with some important dll files and now DAZ Studio won't work or install. As soon as I correct it, I'll do something too. :D

  • Michael GMichael G Posts: 0
    edited December 1969

    Hellboy said:
    Thats so fantastic! I want to render something too, but I messed with some important dll files and now DAZ Studio won't work or install. As soon as I correct it, I'll do something too. :D

    Thanks Hellboy.

  • VanguardVanguard Posts: 492
    edited December 1969

    This is done with Luxus. Is my first try at a landscape / waterscape type scene. Hope you like.

    Park-Bridge-at-Dusk---vh.jpg
    1500 x 1000 - 625K
  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    Awesome. Love the water.

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