Luxus Dead? Not!

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Comments

  • Richard HaseltineRichard Haseltine Posts: 107,880
    edited December 1969

    Shaders are 3Delight code, they really don't translate. What Luxus and other bridges can do is look at the settings and try to apply similar settings to the LuxRender, or whatever, shaders.

  • marblemarble Posts: 7,500
    edited December 1969

    Shaders are 3Delight code, they really don't translate. What Luxus and other bridges can do is look at the settings and try to apply similar settings to the LuxRender, or whatever, shaders.

    I think the point I was trying to make was that for some shaders (both in Reality and Luxus) there is some form of conversion but for others - such as AoA - it seems that there is none.

  • InaneGloryInaneGlory Posts: 294
    edited December 1969

    Here's a quick list of my products that come with Luxus powered LuxRender materials.

    http://www.daz3d.com/inaneglory-s-photo-studio-point-and-shoot
    http://www.daz3d.com/photo-studio-point-and-shoot-2
    Both these products were designed from the ground up to work as similar as possible in both DS and LuxRender. Best part is that you can test render to your hearts content in DS before moving on to LuxREnder for the finished product. Both products are mesh/area light based. Only real difference is that in DS you can make the lights invisible to the render while still casting light. In LuxRender that isn't an option.

    http://www.daz3d.com/inaneglory-s-lights-and-lamps-1-table-lamps
    http://www.daz3d.com/inaneglory-s-lights-and-lamps-2-floor-lamps
    http://www.daz3d.com/inaneglory-s-lights-and-lamps-3-ceiling-and-wall-lamps
    All of these were also designed for both DS and LuxRender and while I tried to make tham as realistic looking in DS it's in LuxRender that they really shine. Plus all the material presets have LuxRender materials built into them.

    http://www.daz3d.com/inaneglory-s-photo-studio-lux
    http://www.daz3d.com/ring-of-light-lux-environment-lighting-for-luxrender
    Both of these were retrofits of other products adding Luxus/LuxRender settings.

    Dusk to Dusk and Dawn to Dusk 2, while not designed for LuxRender should auto-convert into a LuxRender Environment Light but you might need to delete the skydome.

    Sphere of Light is, most definitely, not designed for LuxRender. It's a DS only concept.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Great list. Thanks InaneGlory!

  • marblemarble Posts: 7,500
    edited December 1969

    RAMWolff said:
    Great list. Thanks InaneGlory!

    Yes, tempting. But my budget has been battered lately - might have to wait a while. And I'm not sure whether I would be better off with PhotoStudio lights or domestic room lights.

  • InaneGloryInaneGlory Posts: 294
    edited December 1969

    marble said:
    RAMWolff said:
    Great list. Thanks InaneGlory!

    Yes, tempting. But my budget has been battered lately - might have to wait a while. And I'm not sure whether I would be better off with PhotoStudio lights or domestic room lights.

    Sorry you missed them all being 1/2 off last week but I'm sure they will be on-sale again sooner or later.

  • MN-150374MN-150374 Posts: 923
    edited December 2014

    marble said:

    Every material will get autoconverted if it does not have the Luxus - LuxRender materials on it. Whether it does a good job is certainly subjective. I would say that Uber it does good, AoA it does fair.


    The reason I asked originally was because, while doing the LuxBall walkthrough, I tried to apply some of those AoA shaders to see how they rendered on the ball. They didn't. Nothing happened and I got the standard original grey ball. The instructions were to apply the Basic Shader first, then the skin tone shader (in the case of the Toon Shaders).

    My first guess, nothing happend because there were still LuxRender Materials applied to the LuxBall. You can remove those with the option Remove the LuxRender Properties. See this post of the walkthrough: http://www.daz3d.com/forums/discussion/48550/P15/#715046

    My second guess, Luxrender has problems with pure white or very bright specular colors. If this is the case, bring down the specular to a very dark grey, per example RGB 50/50/50.

    I don´t own the Toon Shaders, but for example AoAs Metalized Glass Shaders you can read in the product description : The shader adds features not previously available in UberSurface or the DAZ Studio default shader. New features include opalescence, transmission of glass color into shadows and individual control of ray trace depth for refraction and reflection.

    That means there are specific parameters added to give specific results by rendering in 3Delight. The Luxus Autoconversion will not translate those specific parameters. The result in LuxRender will not be the same. Luxus will only translate what is relevant for LuxRender. And those parameters are designed for 3Delight only.

    By the way AoAs Metalized Glass Shaders give interesting results in LuxRender. Sometimes far away from what they are intended in 3Delight. But most of them give interesting results, nice to look at. :-)

    Post edited by MN-150374 on
  • marblemarble Posts: 7,500
    edited December 1969

    This is a try after making sure I had removed the Luxrender Materials prior to adding the AoA basic + toon shaders. The toon shader should be skin pink. As you can see, the Luxball is still original grey. I don't want to belabour the point, I'm just in the process of trying to understand how it all hangs together. If there is another way of getting the Pixar style toon SSS look, I'd be happy to know receive some tips. Snapshot taken at 130S/p.

    Screen_Shot_2014-12-12_at_10.15_.34_.png
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  • marblemarble Posts: 7,500
    edited December 2014

    If it is of any interest, here are screenshots of the surfaces tab, with and without AoA shaders added. You might be able to make out from the images that the skin-pink was not applied as it shows as grey in the diffuse channel in the AoA settings. So it seems that AoA is designed for human skinned characters and not Luxballs :)

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    Post edited by marble on
  • MN-150374MN-150374 Posts: 923
    edited December 2014

    My third guess, applying a shader preset should do something. :-)
    Maybe you should re-install the Subsurface Shader Base and the Toon Presets?

    Besides that, while I get the need to come closer to photorealism with LuxRender. I don´t get the point to use Toon Shaders designed for 3Delight to achieve a toon look in Luxrender?

    If you are trying to achieve toonish renders, wouldn´t it be better to use especially those toon shaders in DAZ Studios 3Delight?

    Post edited by MN-150374 on
  • marblemarble Posts: 7,500
    edited December 1969

    MN-150374 said:
    My third guess, applying a shader preset should do something. :-)
    Maybe you should re-install the Subsurface Shader Base and the Toon Presets?

    Besides that, while I get the need to come closer to photorealism with LuxRender. I don´t get the point to use Toon Shaders designed for 3Delight to achieve a toon look in Luxrender?

    If you are trying to achieve toonish renders, wouldn´t it be better to use especially those toon shaders in DAZ Studios 3Delight?

    Yep - that also occurred to me. It is just that it is so long since I used anything but Luxrender (have been rendering via Reality for a couple of years at least) that 3Delight would be almost new to me now. But you are right, I should concentrate on realism with Luxrender and use 3Delight for toonish renders.

  • DrPingyDrPingy Posts: 78
    edited December 1969

    Eluxir is simply a ShaderMixer version of the materials. It is currently free to use for anyone. I think the current beta will timeout in a month and then I will likely release another for the next year.

    I hope that this nice node editor will not only come with a new date.
    Urgendly we need a real update with complete nodes.

    Luxus itself need also an update to 4.7.

  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    DrPingy said:
    Eluxir is simply a ShaderMixer version of the materials. It is currently free to use for anyone. I think the current beta will timeout in a month and then I will likely release another for the next year.

    I hope that this nice node editor will not only come with a new date.
    Urgendly we need a real update with complete nodes.

    Luxus itself need also an update to 4.7.

    Is there a specific node you are looking for in Elixur?

    Luxus works great with 4.7, is there a specific feature you are wanting to see?

  • DrPingyDrPingy Posts: 78
    edited December 1969

    Thank 's for fast reply.


    Is there a specific node you are looking for in Elixur?


    I'm missing the Blender procedural textures, like Blender distorted noise.
    It is usefull to make water surfaces.


    Luxus works great with 4.7, is there a specific feature you are wanting to see?

    I'm trying to describe my problem with Luxus settings. Some slider are fixed.
    But by the currend tests it's working!
    I think this is Murphy's law.
    I will post it if I find reproducible procedure.

  • marblemarble Posts: 7,500
    edited December 2014

    Can anyone confirm that a scene which contains an HD figure seems to take a really long time before the Luxrender GUI opens? Several times I've aborted and started over because I've waited several minutes and decided that it has crashed. But the next time, it takes just as long.

    I get a flash of a window in DAZ Studio which suggests that stuff is being exported to Luxrender but then I have to wait (and wait) for the GUI to start. When it does and I look at the log, I see it loading all the materials which takes another several minutes.

    Maybe I'm used to Reality which opens the Luxrender GUI almost immediately. What should I expect?

    By the way, I have an iMac, i7 with 24GB RAM.

    Post edited by marble on
  • DrPingyDrPingy Posts: 78
    edited December 1969

    marble Posted: 16 December 2014 09:09 AM
    Can anyone confirm that a scene which contains an HD figure seems to take a really long time before the Luxrender GUI opens?

    If I render a HD figure I cannot see any difference in time behavior for Luxus.

    The Luxus console opens immediately and then opens LuxRender without any delay.
    The loading of scenes in LuxRender takes a long time for big scenes.

  • marblemarble Posts: 7,500
    edited December 2014

    My scene has one G2F figure with hair, clothes, a backdrop (just a plane) and two area lights. It takes 3 and a half minutes to open the GUI, then another 3 minutes to load the materials and set up the subdivison.

    I then tried it with HD off (resolution set to 1 in DAZ Studio). Time to open GUi now about 2.5 minutes (still a considerable wait) and the time to the image appearing was also a little shorter but still considerable.

    Comparatively, for a similar scene in Reality, the GUI opens within seconds and then the time to image appearing is similar to Luxus. But during this time (after the GUI has opened) Reality is also loading the .ply files which Luxus doesn't do.

    All in all, from clicking Render to image starting to appear is much longer in Luxus (by 2 or 3 minutes). I'm reluctant to try it with a complex scene because I've had a few actual crashes already.

    Post edited by marble on
  • DrPingyDrPingy Posts: 78
    edited December 2014

    I stopped the time with a scene G2f figure with hair, clothes and complex background (MED_POOL):
    20 sec. for LUXUS console
    and 1:30 min. Luxrender to start render.

    Post edited by DrPingy on
  • marblemarble Posts: 7,500
    edited December 1969

    Can't imagine what is slowing things down on my system then.

    As I say, Reality loads the GUI quickly. Once they start rendering, the S/P count seems similar in both Reality and Luxus.

  • DrPingyDrPingy Posts: 78
    edited December 1969

    Ok, I start the same scene as above with Reality 4:
    Console: 5 s. and
    start to render 20 s.

    It is faster.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 2014

    This sounds like the delay with HD and a few figures, just using 3delight.
    http://www.daz3d.com/forums/discussion/47663/

    It sounds like R4 is preprocessing stuff as you make the scene, explains the slowing down of a few computers with specific drives. 3Delight and Luxus from the sounds of it do not. (I do prefer the latter).

    Post edited by ZarconDeeGrissom on
  • marblemarble Posts: 7,500
    edited December 1969

    You may be right. As a matter of interest, the figure I was testing was Joanie HD from FWArt & Fisty. So she is not a DAZ HD model.

    I can't say for sure whether Reality does pre-process during the scene setup but it might be worth just calling R4 and hitting render without spending time setting up materials, lights, etc. - just to see if there is a delay. What is concerning me more is that my delay seems longer than others have reported. I have a hybrid SSD/mechanical disk drive and would hope that my Mac is clever enough to use the SSD for application cache, etc. So I would have thought it should be faster, not slower.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 2014

    I wish I could say different from you, tho in excess of tens of minutes on this comparable machine scares me, what less fortunate people experience with some figures. Even some non-HD figures do this, as you point out.

    I wont say my computer is top of the line with only eight cores (none fake), and only 16GB of ram. Still, the daz cache is on a RAM drive, and the HDD/SSD bandwidth is balanced across ten hard drives, so it should be fast as all hell... And I get the delay to.


    Bluebird3d did hint at the delay, and how deceiving it can be, when the "I'm doing it" window flashes briefly on the screen, then nothing for some time after that. The more complex the scene, the longer the delay.

    And not all figures come with alternate mats to alleviate test-render delays before the final render.

    Post edited by ZarconDeeGrissom on
  • MBuschMBusch Posts: 547
    edited December 1969

    So, I have a question.

    Lux Wiki states about the roughness in Glossy Translucent material:

    Roughness

    This determines how shiny the material is by varying the roughness of microfacets. If your exporter uses the exponent to control roughness, higher values are shinier, with 0 being matte. If your exporter uses the direct roughness control, lower values are shinier, with 0 being a perfect reflector and .8 being matte. Values between .8 and 1 are an unrealistic "super-matte" and should be avoided.

    Is Luxus using exponent or direct roughness control?

  • SphericLabsSphericLabs Posts: 598
    edited December 2014

    MBusch said:
    So, I have a question.

    Lux Wiki states about the roughness in Glossy Translucent material:

    Roughness

    This determines how shiny the material is by varying the roughness of microfacets. If your exporter uses the exponent to control roughness, higher values are shinier, with 0 being matte. If your exporter uses the direct roughness control, lower values are shinier, with 0 being a perfect reflector and .8 being matte. Values between .8 and 1 are an unrealistic "super-matte" and should be avoided.

    Is Luxus using exponent or direct roughness control?

    Direct. 0 is very shiny. 1 is very matte.

    Post edited by SphericLabs on
  • MBuschMBusch Posts: 547
    edited December 1969

    I am certainly not good at keeping people informed or good at documentation...

    ...

    Please PM any bugs you run into.

    Do you know your inbox is full and none can send you a PM?

  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    MBusch said:
    I am certainly not good at keeping people informed or good at documentation...

    ...

    Please PM any bugs you run into.

    Do you know your inbox is full and none can send you a PM?
    Just cleared some space.

  • MBuschMBusch Posts: 547
    edited December 1969

    MBusch said:
    So, I have a question.

    Lux Wiki states about the roughness in Glossy Translucent material:

    Roughness

    This determines how shiny the material is by varying the roughness of microfacets. If your exporter uses the exponent to control roughness, higher values are shinier, with 0 being matte. If your exporter uses the direct roughness control, lower values are shinier, with 0 being a perfect reflector and .8 being matte. Values between .8 and 1 are an unrealistic "super-matte" and should be avoided.

    Is Luxus using exponent or direct roughness control?

    Direct. 0 is very shiny. 1 is very matte.

    So, should be the Min/Max Parameter Setting limited to 0 and 1 with the nudge value to something as 0.010? Is it make sense?

  • SphericLabsSphericLabs Posts: 598
    edited December 2014

    MBusch said:
    MBusch said:
    So, I have a question.

    Lux Wiki states about the roughness in Glossy Translucent material:

    Roughness

    This determines how shiny the material is by varying the roughness of microfacets. If your exporter uses the exponent to control roughness, higher values are shinier, with 0 being matte. If your exporter uses the direct roughness control, lower values are shinier, with 0 being a perfect reflector and .8 being matte. Values between .8 and 1 are an unrealistic "super-matte" and should be avoided.

    Is Luxus using exponent or direct roughness control?

    Direct. 0 is very shiny. 1 is very matte.

    So, should be the Min/Max Parameter Setting limited to 0 and 1 with the nudge value to something as 0.010? Is it make sense?

    Yes. Interestingly, I went and looked Glossy Translucent has the Min and Max set with limits on. But it looks like they are missing on glossy and metal2.

    Post edited by SphericLabs on
  • marblemarble Posts: 7,500
    edited December 2014

    I am trying a render using cloth materials and am surprised that it is producing fireflies. Can anyone (Spheric?) explain why? Here are my settings.

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    Post edited by marble on
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