Luxus discussion II

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  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Okay, pretty-serious-showstopper-bug time.

    I was doing a few test renders, and beginning to get pretty good results, when I changed the background scenery object for an imported Poser .pz3 scene. Checked and fixed a few materials problems, started the render, and...

    ... discovered every single one of the Render Settings changes I'd laboriously figured out over the last couple of weeks had been completely zapped back to the basic defaults.

    I'd really like a fix for this, particularly since I don't think there's any way to save the Luxrender settings I put into the Render Settings dialog. I'm no more than fairly sure I've remembered all the bits I've tweaked and poked at.

  • YamanekoYamaneko Posts: 52
    edited December 1969

    I hate to keep asking questions like this, but...

    Can anyone provide an explanation or tutorial regarding how to use the materials from the LuxRender material database with Luxus?

    Please make it as basic as possible- from downloading the lbm file onward.

    I will greatly appreciate any help I can get with this!

  • SpottedKittySpottedKitty Posts: 7,232
    edited September 2013

    Please make it as basic as possible- from downloading the lbm file onward.

    Seconded. I'm trying to get some of the Nk files I've picked up from the Luxpop archive working for various metals, but I'm not sure if I'm doing it right. Like too much stuff in the Luxrender Wiki, it says that such-and-such a thing can be done, but it's a bit vague on exactly how things should be done. And from what I can tell, a lot of the important hints and tips in the forums are very much aimed at Blender.
    Post edited by SpottedKitty on
  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    Okay, pretty-serious-showstopper-bug time.

    I was doing a few test renders, and beginning to get pretty good results, when I changed the background scenery object for an imported Poser .pz3 scene. Checked and fixed a few materials problems, started the render, and...

    ... discovered every single one of the Render Settings changes I'd laboriously figured out over the last couple of weeks had been completely zapped back to the basic defaults.

    I'd really like a fix for this, particularly since I don't think there's any way to save the Luxrender settings I put into the Render Settings dialog. I'm no more than fairly sure I've remembered all the bits I've tweaked and poked at.

    Luxus handles loading and saving of Render Settings according to the settings found in the DAZ Studio Preferences dialog under the Scene section. So you can save your settings into a duf file and use it to restore them.

    I rarely change the render settings from the defaults as most of the settings that seem to matter most can be adjusted while LuxRender is processing.

    As far as the bug is concerned, I have not encountered this. I will look further into it. Saving your settings into a duf file would be a good idea.

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    So you can save your settings into a duf file and use it to restore them.

    Just a plain blank scene subset .duf with no objects, lights, cameras or anything? OK, thanks, I'll give that a try.
  • KeryaKerya Posts: 10,943
    edited December 1969

    I hate to keep asking questions like this, but...

    Can anyone provide an explanation or tutorial regarding how to use the materials from the LuxRender material database with Luxus?

    Please make it as basic as possible- from downloading the lbm file onward.

    I will greatly appreciate any help I can get with this!

    I asked that somewhere in these threads ... this is the answer I got:

    a question: is there a possibility to add lxm and lbm LuxRender materials somehow?
    http://www.luxrender.net/en_GB/lrmdb2
    http://www.luxrender.net/lrmdb/en/category/material/view/13
    A simple step by step tutorial on the howto would be nice.

    1) Download the LXM file for the material you want to add.
    2) Open the file in a text editor like Notepad and look for the line beginning ‘MakeNamedMaterial’
    3) At the end of the text add the line ‘NamedMaterial “material_name”’ where material_name is the material named listed under “MakeNamedMaterial”
    4) Copy the entire material including the line you added.
    5) Paste it into the Luxrender Extra Settings option in Daz Studio.
    6) Render
    As an addendum to that, if the material you’re using is a mix material (as many of the more advanced ones are) you’ll want the LAST listed ‘MakeNamedMaterial’ line before you add the NamedMaterial line.

  • YamanekoYamaneko Posts: 52
    edited December 1969

    Kerya said:
    I hate to keep asking questions like this, but...

    Can anyone provide an explanation or tutorial regarding how to use the materials from the LuxRender material database with Luxus?

    Please make it as basic as possible- from downloading the lbm file onward.

    I will greatly appreciate any help I can get with this!

    I asked that somewhere in these threads ... this is the answer I got:

    a question: is there a possibility to add lxm and lbm LuxRender materials somehow?
    http://www.luxrender.net/en_GB/lrmdb2
    http://www.luxrender.net/lrmdb/en/category/material/view/13
    A simple step by step tutorial on the howto would be nice.

    1) Download the LXM file for the material you want to add.
    2) Open the file in a text editor like Notepad and look for the line beginning ‘MakeNamedMaterial’
    3) At the end of the text add the line ‘NamedMaterial “material_name”’ where material_name is the material named listed under “MakeNamedMaterial”
    4) Copy the entire material including the line you added.
    5) Paste it into the Luxrender Extra Settings option in Daz Studio.
    6) Render
    As an addendum to that, if the material you’re using is a mix material (as many of the more advanced ones are) you’ll want the LAST listed ‘MakeNamedMaterial’ line before you add the NamedMaterial line.

    Thank you Kerya.

    I will give it a shot and see what happens.

  • none01ohonenone01ohone Posts: 862
    edited December 1969

    @Kerya

    Thanks for the info.

  • YamanekoYamaneko Posts: 52
    edited December 1969

    Thanks to Sphericlabs, Kerya, and and Spotted Kitty for answering my last two questions.

    I hate to keep asking questions in such rapid succession, but the squeaky wheel, as they say, gets the oil.

    I recently purchased two shader sets- Magical Granite Shaders and Dark Corrosion, both by Digital Lite Design. And let me say they are really beautiful pieces of work.

    However, they don't seem to work with Luxus/ Luxrender. Does anyone know if there is any kind of tweaking I can do to get them to work, or are there some shaders that just cannot work with Luxrender?

    Thanks!

  • zegamemasterzegamemaster Posts: 9
    edited December 1969

    Hi everyone. I might need a little help. I have been having a blast using Luxus for still renders and wanted to move to animations. However, there seem to be a problem with camera animations (also described by someone in this thread which never got answered http://www.daz3d.com/forums/discussion/27407/)

    Basically, all the animations in the scenes are exported correctly according to the frame number, except for the camera movement (I made sure that the camera was set as the view in the viewport). I did a little testing and it seems that Luxus is exporting every frame with either the camera settings that were set on the first frame or maybe the Daz Studio current viewport settings (since the viewport is not updated while Luxus processes each frame, that might be the problem?). If I manually move the timeline to a specific frame, the camera angle and settings are exported correctly, but all the remaining frames will then use the same settings.

    Has anyone encountered this problem? or am I doing something wrong? Any help would be appreciated :)

  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    Hi everyone. I might need a little help. I have been having a blast using Luxus for still renders and wanted to move to animations. However, there seem to be a problem with camera animations (also described by someone in this thread which never got answered http://www.daz3d.com/forums/discussion/27407/)

    Basically, all the animations in the scenes are exported correctly according to the frame number, except for the camera movement (I made sure that the camera was set as the view in the viewport). I did a little testing and it seems that Luxus is exporting every frame with either the camera settings that were set on the first frame or maybe the Daz Studio current viewport settings (since the viewport is not updated while Luxus processes each frame, that might be the problem?). If I manually move the timeline to a specific frame, the camera angle and settings are exported correctly, but all the remaining frames will then use the same settings.

    Has anyone encountered this problem? or am I doing something wrong? Any help would be appreciated :)

    We figured out this bug about 2 weeks ago. Please PM me.

  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    Thanks to Sphericlabs, Kerya, and and Spotted Kitty for answering my last two questions.

    I hate to keep asking questions in such rapid succession, but the squeaky wheel, as they say, gets the oil.

    I recently purchased two shader sets- Magical Granite Shaders and Dark Corrosion, both by Digital Lite Design. And let me say they are really beautiful pieces of work.

    However, they don't seem to work with Luxus/ Luxrender. Does anyone know if there is any kind of tweaking I can do to get them to work, or are there some shaders that just cannot work with Luxrender?

    Thanks!


    Those shaders target 3Delight. Sorry won't work.
  • YamanekoYamaneko Posts: 52
    edited December 1969

    Those shaders target 3Delight. Sorry won't work.

    Hey SphericLabs,

    Thanks again for another prompt answer.

    If possible, could you point me to a further discussion of this topic in the Luxus threads? Now that I know the answer is "no," I'd kind of like to know the "why not." Why do some shaders work with both 3Delight and Luxus? I've noticed that the shaders which turn surfaces grey in the viewport are the ones that don't seem to be Luxus/ LuxRender compatible.

    Please don't think I am asking you to give an exhaustive answer to this! Could you just give me a nudge in the right direction so I can start looking into it for myself?

    Cheers,
    Colin

  • SphericLabsSphericLabs Posts: 598
    edited October 2013

    Hey SphericLabs,

    Thanks again for another prompt answer.

    If possible, could you point me to a further discussion of this topic in the Luxus threads? Now that I know the answer is "no," I'd kind of like to know the "why not." Why do some shaders work with both 3Delight and Luxus? I've noticed that the shaders which turn surfaces grey in the viewport are the ones that don't seem to be Luxus/ LuxRender compatible.

    Please don't think I am asking you to give an exhaustive answer to this! Could you just give me a nudge in the right direction so I can start looking into it for myself?

    Cheers,
    Colin

    For any surface you have not manually setup with LuxRender properties, Luxus will convert all shaders. It does so by looking at the names of the properties on the surface. Some convert well, some not as well. Custom code is in Luxus for the Uber surface types. I should add some for Age of Amour's subsurface shader.

    Post edited by SphericLabs on
  • PlatnumkPlatnumk Posts: 682
    edited December 1969

    I have the "Fire and Smoke" props by SMAY but i can't seem to get them to render properly,
    has anybody got any idea on how to get these props to work.

  • Richard HaseltineRichard Haseltine Posts: 107,860
    edited December 1969

    The Fire and Smoke props have Shader Mixer surfaces - those won't translate automatically to Lux Render.

  • none01ohonenone01ohone Posts: 862
    edited October 2013

    I've been trying to get a stained glass window effect but what ever I do I cant seem to get the colours to show up in the 'shadow'..
    I've been messing about with a primitive plane in the doorway and trying all sorts of inverted and grey scaled images, but the projected image never shows any colour.
    I know it could be done using another plane but I'm trying to do this with just materials & camera.
    Anyone got any good results trying this. If it can be done.
    Thanks.

    hopepope3.jpg
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    Post edited by none01ohone on
  • PlatnumkPlatnumk Posts: 682
    edited December 1969

    The Fire and Smoke props have Shader Mixer surfaces - those won't translate automatically to Lux Render.

    Thanks for the quick reply,
    I suspected as much, I'll just have to continue doing them hard way by rendering them in 3Delight and adding them in via post work.

    If any know of any Fire or Smoke props that do work in Lux Render then please let me know.

  • Michael GMichael G Posts: 0
    edited December 1969

    `ere Bill?
    Yes Ben?
    Do you think the funny humans will remember to feed us this time?
    Nah! doubt it, they have such short memories.


    Did this a couple of weeks ago.

    Bill_and_Ben.jpg
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  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Just a query?
    Did Luxus for DS need a serial no.
    I'm not asking for one, it's just that I've noticed there's not one in my serial no's listing and was wondering it it's accidentally been deleted.
    Thanks.

  • KeryaKerya Posts: 10,943
    edited December 1969

    Nope - you just install it and it works. :)

  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Kerya said:
    Nope - you just install it and it works. :)

    Thanks Kerya, just about to raise a ticket. oops.

  • szalaiszalai Posts: 0
    edited December 1969

    Can You advice soem settings to transfer the displacement from DAZ to LuxRender via Luxus_

    I have tried everything I reaf here or in another forums.

    I go to surfaces - Luxus LuxrenderMaterials - copy studio parameters.

    I played with Luxrender Mesh SubD level - put it up to 1000
    Putted a displacement map under LuxRender Mesh - Displacement
    LuxrenderMesh Displ. Offset up to 1000
    Luxrender Mesh Displ. Scale up to 1000
    I plazed with Min/MAx displ but the displacement simplz doesnt show in LuxRender

    Anz Adivce?

    ANother question - when I download LuxRender - which one I should download - release cndidate or the Latest stable release

  • JonstarkJonstark Posts: 2,738
    edited October 2013

    I know this thread seems to be for Luxus for Studio discussion, but hopefully it's ok to add a bit of Luxus for Carrara to it as well?

    I started a thread in the Carrara forum on skin settings, trying to find the best possible shader settings for skin. I did go through as many Luxus and Reality threads as I could find, seeing what others had done before, but discovered pretty quickly that the controls in Luxux for Carrara are very different, and also that apparently because it's exporting the scene from Carrara (I'm guessing different scale among other things) Luxus for Carrara looked like it was going to have very different settings to get good results.

    So I've started trying to refine my skin settings, and wanted to post what I've come up with so far. Sorry for so much writing, but I figure it's better to give too much detail than not enough (it can be frustrating when someone gives a screenshot but it doesn't show everything)

    Skin:

    Top Shader: Lux Surface
    Material: Lux Glossy Translucent
    Diffuse; Texture map of my V4/M4/V5/M5, whatever, but with the brightness taken down to 95%
    Transmission: Same Texture map as in the Diffuse, but with the brightness at 100%
    Specular: I left this alone, with a color of R 51, G 51, B 51
    Index of Refraction: 1.44%
    Roughness U: 22 %
    Roughness V: 22%
    Absorption: Color and made it R-0 G-4 B-9
    Depth: .5%
    Bumpmap: A multiply operator with my texture bumpmap for the V4/M4 in the first field and a 1-100% in the second field, set at 2%
    Interior: None
    Exterior: None
    Area Light: None

    Lips

    Same as skin except the Roughness U and Roughness V are both set at 6%

    EyeSurface: This was on a Genesis, so there was no EyeSurface channel. I think even if this was a V4/M4 and I had an EyeSurface channel that I would make it invisible (in Luxus, you apparently achieve this by setting the channel as a Luxus Null). I like the freedom that an EyeSurface shader gives me in biased rendering and it makes it easy to add in a reflection map and set it to glow (Philw’s product Bright Eyes is filled with great reflection maps that can applied to the EyeSurface). However since Lux is unbiased, I don’t think this channel would be very useful or work the same way, and IMO (I can be wrong about this of course) I think it’s best left out of the mix and just let the normal real world eye parts reflect the real lighting in the scene naturally.

    Lacrimal: This is the fleshy part in the corner of the eye, and as such I took a very similar approach to this shader as with the rest of the skin
    - Top Shader: Lux Surface
    - Material: Lux Glossy Translucent
    - Diffuse: Texture map of the eye for the character (all the eye textures I’ve ever seen also contain textures for the lacrimals as well), however brightness for this texture is lowered to 90%
    - Transmission: Texture map of the eye again, but with brightness set at the normal 100%
    - Specular: Left for now at the default grey color, but I think I might experiment with a lighter color to give a brighter shine to this area, as it would be more wet than most other areas of skin.
    - Index of Refraction: 1.44%
    - Roughness U and Roughness V both set at 6% (eh, I just realized that’s the same as the lip setting I used)
    - Absorption: same as I used on the skin settings.
    - Depth: .5%
    - Bumpmap: The eye bump texture, multiplied by 1%
    - Interior, Exterior, Area Light all set to None

    Sclera: This is the ‘whites of the eyes’ as they say. The white part with the red veins running through it (redder if someone is sleep deprived :) )
    - Top Shader: Lux Surface
    - Material: Lux Glossy Translucent
    - Diffuse: Texture map of the eye for the character and again brightness for this texture is lowered to 90%
    - Transmission: Texture map of the eye again, but with brightness set at the normal 100%
    - Specular: Left at the default grey color.
    - Index of Refraction: 1.44%
    - Roughness U and Roughness V both set at 2% (as this part of the eye is much more wet, it should be more smooth and I wanted sharper highlights
    - Absorption: R - 0 , G - 18, B - 24.
    - Depth: .5%
    - Bumpmap: The eye bump texture, multiplied by 1%
    - Interior, Exterior, Area Light all set to None

    Iris: This is the colored part of the eye, and while it may be important visually, for the most part it just lays there flat and only pops out because of the magic of the cornea layer. For this layer I left it as a Carrara Shader, since the only thing that matters is that the diffuse color comes through and Luxus converts it just fine. So I have it as a Carrara Multichannel, with the Color being the texture map of the eye, all other fields are set to none, though if someone wants to throw a bump map into the bump channel that won’t hurt anything.

    Pupil: This is the black at the center of the eye. This is even less important to the look than the Iris, all that really matters is that it is black. Again I leave this as a Standard Carrara Multichannel, with the color channel being the eyetexture, all other fields are set to 0% or none

    Cornea: This is the convex lens that sits above the Iris and Pupil. Although it should be nearly entirely transparent, this is the most important and crucial part of the eye, in my opinion. This is where the magic happens that makes your eye pop, brings the color of the eye into vivid detail, and catches the highlights that put the ‘glint’ in the eye. I spent a good bit of time researching all the different controls in the Lux Glass section trying to hone this, and I feel like I’ve made a good start.
    Top Shader: Lux Surface
    Material; Lux Glass (not Lux Glass2, which relies on volume for its effect, and the lens of the eye should have so little volume it’s barely noticeable because it’s so thin)
    Index of Refraction: 1.38 (if you google index of refraction it happens to give the exact index of refraction of the human eye lens, which varies between 1.37 something to 1.38 something). Refraction for this layer is super important, as it takes the flat texture of your Iris and makes it pop. I didn’t realize this until starting to work with shaders, but the Iris usually is pretty flat, and it’s the curvature of the lens and the refraction effect that makes it seem round and to pop out.
    Reflection Color: Changed to white (R - 255, G - 255, B - 255) We want those highlights visible :)
    Transmission Color: Left at white (R - 255, G - 255, B - 255)
    Cauchy B and Film: Both left at 0%
    Film Index, Bumpmap, Interior, Exterior, and Area Light all set to ‘None’

    Tear: Originally I was going to leave this layer invisible, but discovered that it seemed to work better to have it visible.
    Top Shader: Lux Surface
    Material; Lux Glass
    Index of Refraction: 1.05 (keeping it low and close to 1 makes it less visible but doesn’t diminish the effect)
    Reflection Color: white (R - 255, G - 255, B - 255)
    Transmission Color: white (R - 255, G - 255, B - 255)
    Cauchy B and Film: Both left at 0%
    Film Index, Bumpmap, Interior, Exterior, and Area Light all set to ‘None’

    Hair:

    Top Shader: MultiChannel
    Color: Lux Glossy Translucent
    Diffuse: Texture map of the hair, but brightness lowered to 90%
    Transmission: Texture map of the hair, but brightness at 100%
    Specular: Left at the standard gray color, but this is another area that could definitely be tweaked. It’s hard to get the highlights right on hair, as so many of the prop hairs have highlights baked in.
    Index of Refraction: 0% or None
    Roughness U and Roughness V: 10%
    Absorption: Left at Black for now (but I’m betting that could be adjusted to make hair more translucent)
    Depth: 0% and Bumpmap: None
    Alpha: Transparency map for the hair (interesting that this seemed to work perfectly for me, even though the standard Carrara shader conversion hadn’t, I don’t know why adding some Lux material channels would make a difference, but it seemed to work…)

    eyes_hair2_new_skin_absorption.png
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    Post edited by Jonstark on
  • JonstarkJonstark Posts: 2,738
    edited December 1969

    Now a quick question, have any of you been able to get SSS using the Lux homogenous volume? In theory it should work, but in practice it just does weird unworkable things, and I'm wondering if it's just my settings, or maybe just Luxus for Carrara?

  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    Jonstark said:
    Now a quick question, have any of you been able to get SSS using the Lux homogenous volume? In theory it should work, but in practice it just does weird unworkable things, and I'm wondering if it's just my settings, or maybe just Luxus for Carrara?

    Here is an example file for Carrara.
    -> http://sphericlabs.com/scratch/glossytranslucent.car

    The cube has a glossy translucent material with a homogenous interior volume that absorbs color as light passes through it.

    The sphere is a null material with a homogenous volume. It is a cloud type effect.

    luxout.png
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  • JonstarkJonstark Posts: 2,738
    edited December 1969

    Thanks SphericLabs, just downloaded and that should help quite a bit to aid me in figuring out where I'm going wrong :)

  • PlatnumkPlatnumk Posts: 682
    edited December 1969

    I'm trying to get a wet body look but i cant sem to figure out the correct settings in luxus, I'm using LIE Specular Maps to add the wet look but can't seem to get the Maps to show correctly in Lux. Take a look at the included image to see what i am trying to do and what i seem to get.

    No.1 is what i'm trying to achieve and No.2 is what I seem to be getting and that is only after turning Glossiness and Specular to 100%

    Any help would be appreciated.

    WetBody_3Delight_Fotor_Collage.jpg
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  • BarubaryBarubary Posts: 1,230
    edited October 2013

    PlatnumK said:
    I'm trying to get a wet body look but i cant sem to figure out the correct settings in luxus, I'm using LIE Specular Maps to add the wet look but can't seem to get the Maps to show correctly in Lux. Take a look at the included image to see what i am trying to do and what i seem to get.

    No.1 is what i'm trying to achieve and No.2 is what I seem to be getting and that is only after turning Glossiness and Specular to 100%

    Any help would be appreciated.

    Well the first thing would be: I don't think there are "Glossiness and Specular" settings for Luxus. Are you sure you're editing the LuxRender material? The settings for LuxRender materials all start with "LuxRender" so to edit your surfaces with Luxus the best way would be to type "lux" into the search field in the surface tab after you added a LuxRender material to the surface you want to edit.

    To edit the glossiness, in LuxRender, I think, you use the Specular Color, Specular IOR, Roughness U and Roughness V parameters. For wet skin I would try a rather bright specular color, maybe 100 100 100 or higher and a Roughness U / V value between 0,15 and 0.2. I wouldn't touch Specular IOR.

    Post edited by Barubary on
  • DAZ_cjonesDAZ_cjones Posts: 640
    edited December 1969

    PlatnumK said:
    I'm trying to get a wet body look but i cant sem to figure out the correct settings in luxus, I'm using LIE Specular Maps to add the wet look but can't seem to get the Maps to show correctly in Lux. Take a look at the included image to see what i am trying to do and what i seem to get.

    No.1 is what i'm trying to achieve and No.2 is what I seem to be getting and that is only after turning Glossiness and Specular to 100%

    Any help would be appreciated.

    Affects like water on skin are often best done with a shell. You make a Geometry shell and set its material to water, then use an alpha map to create the droplets.

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