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No...at least not without exporting the hair as geometry.
While Luxrender can understand and use 'curves', the formats used by LAMH (and Garibaldi) are in 3Delight format and no easy way of translating them to a form that Lux understands.
I know Garibaldi doesn't. I presume LAMH wont work in Luxrener either.
/Edit SSLLOOOOWWWW typist me.
oh bummers. i rushed and bought the lion and jaguar dudes.
so, i could export the fur as an obj, replace the fur with the obj, and then render in lux?
but, i only have the free lamh player, i think you need the whole package to export as an obj? crikey.
Exported obj's for decent hair alone are pretty big, so I dread to think what the size would be for a whole animal.
Both LAMH and Garibaldi have options to create .objs with the hair. These work fine in LuxRender, and a fair number of examples exist out there. (One I did, myself: Pool Shark, where the hair .obj was about 275MB.)
Note that the cyHair file that LuxRender supports is just an optimization of the hair stored on disk. During scene parsing, Lux will tessellate the curve data in actual mesh just like .obj file contains, so the memory requirements are similar during rendering. (From the big LAMH thread, LAMH is generating ribbons of quads. Lux also generates ribbons by default, though has the option to create solids as well. Both have options to control how dense the generated meshes are.)
Here's an example. The plane on the left is a glossy material with red absorpion, the middle has green absorption and the right has blue absorption. In all cases the diffuse remains the same, as do the other settings such as absorption depth.
Here's an example. The plane on the left is a glossy material with red absorpion, the middle has green absorption and the right has blue absorption. In all cases the diffuse remains the same, as do the other settings such as absorption depth.
Hmmmm. Need to wrap my head around this. I think I am stumbling because my primary knowledge is 3Delight and other biased render engines, where the absorption color works differently. But I shall give it a shot, thanks Herald.
In the case of Luxus as the exporter being able to have a hair file that Luxrender understands, natively, or preconverting it to obj makes a huge difference, as Luxus doesn't generate a separate geometry file, but dumps it all into the scene file...and an over 300 MB scene file will be a bear if you ever want to edit anything.
I'd prefer separate scene, geometry and materials files...
Ah, yes. FWIW, I use Reality, so the hair file gets exported as a separate binary .ply file. Lack of .ply support is one of the reasons I never purchased Luxus, since that is also a deal-breaker for anyone doing network rendering (e.g., me).
That said, these mesh hairs will still work in Luxus, just sub-optimally on export/scene parse.
Remember that when you add an absorption value to a glossy surface it's applying it to the coating, not the actual surface underneath. If you use a low value in the absorption depth option, the tint will be lighter. High values mean that it's absorbing even more of that light, making the effect more noticeable.
In the example I gave earlier I used the extreme case of a depth of 1.0, which is basically 1 meter and far larger than the thickness of the plane surface being rendered. As a result, ALL of the light which could be absorbed was not reflected back to the camera. Hence why the first plane is cyan (0, 255, 255) the second is magenta (255, 0, 255) and the last one is yellow (255, 255, 0).
For realism I would not recommend having an object absorb ALL of a particular colour band for the most part. Usually there's at least some of that light being reflected, even if it's a trivial amount. It also means that any rays reflected from an object can react better with neighbouring objects since it will retain at least a small amount of each colour component.
[quote author="HeraldOfFire" date="1393455982"Absorption works the same way on biased engines, but the effects are often somewhat more dramatic.
Perhaps my understanding of how it functions, then, is fundamentally flawed.
Regardless, changing the absorption color to a shade of blue has had the desired effect, and I understand WHY it should be a shade of blue.
Thank you for elucidating this point for me.
Does Luxus support Lux's colordepth texture? Maybe through it's "extra stuff" property? If so, that might be a more intuitive way to specify the absorption. Also, the way colordepth is implemented internally, it helps avoid numerical precision issues.
Edit: Realized you're talking about the glossy mat, which doesn't take a colordepth texture. I was thinking volumetric absorption. Sorry.
It should...in the 'extra settings'.
I haven't tried it yet...
Because this value needs to be plugged into the Ka parameter of the glossy material, the only way to do this manually is to input ALL of the glossy materials settings via the Extra Settings box since currently there's no method for using extra settings in place of a single variable (and Eluxir keeps crashing Daz whenever I try applying the settings to a material).
The problem with giving Ka a colordepth texture is colordepth also takes a depth parameter, as does the glossy material directly. So they'd be fighting over it. colordepth should still be used for absorption in volumetrics, though.
I've been trying out some volume lighting with "God rays" and haven't had much luck. From what I understand you create a primitive like a cube around your scene, set the material to null with Volume. At this point it seems as though my settings in volume have no effect on the scene even if I crank the dials wildly. Perhaps someone can post their settings? Thanks.
Is your camera outside the cube?
Has support for LUXUS stopped? there's been no updates for months.
Is there a way of putting ior files into luxus?
Is your camera outside the cube?
No. I'm supposing that is part of the problem?
What needs to be updated?
There hasn't been an update to Luxrender in a long time...
IOR files for what, specifically?
Thanks. That did the trick.
Thanks so much for the help folks, huge success IMO. May have something worth showing tonight.
IOR files for what, specifically?
Anything and everything. If you have Maxwell renderer, look in the materials folder and there's allsorts. Aluminium, Water, Glass, Barium and Calcium Fluoride. etc, etc. Over 100 IOR's.
/EDIT I've loaded them into RGBtoNK and gotten some 'not as described' results. But that's because I can only use metal2 for the NK files I presume.
Just looked to see if any NK data is altered with the input of IOR data after convertion to NK. It's not, .hmm.
If I load in the IOR and go to the NK tab cut and paste to an NK file. I just get a dark surface.
So Still looking for a way to use IOR files in Luxus.
No. I'm supposing that is part of the problem?
Try backing the camera to outside the cube and see what you get...or setting a volume on the camera to 'clear air' (not sure exactly how to do that in Luxus)
I'm running a render now, and I'll report the 'how' later, after it cooks enough to post...
I just bought the Luxus plugin last night and read through some of the documentation info before I started my first render. I converted a few items in my scene to the Luxrender materials including clothing, skin, and lights. I know it takes a long time to render, but in 6 hours, I’ve got a black screen with a dozen random dots.
In the render settings, I’ve got the Renderer option set to sampler and the Sampler set to metropolis. I haven’t fiddled with much else since I don’t have any experience with Lux. I read somewhere that I should have GPU disabled since it doesn’t give good or “speedy” results on an nVidia card (I’ve got an old GeForce 9300 GS), but I’m not sure how to do this. Any help anyone can offer is appreciated!
I'd select the Luxrender GUI in the render option, then select Linear rather than Auto Linear, select the light Groups tab and ramp up the Gain.
It's someware to start.
In case you didn't realize:
You can add your own Luxrender light source by creating a primative plane, ensure that it points to the scene. (it's single sided emissions), select its surface then look across from the tabs at the top and you'll see a small selection button that looks like 3 horizontal lines with a arrow pointer. Scroll down to add Lux properties select the Null and light. Then in the surface tab ENABLE the light.