Luxus Dead? Not!

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Comments

  • SphericLabsSphericLabs Posts: 598
    edited December 2014

    marble said:
    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.

    pure white are probably the culprit here. I would tone down the white to 170 ish range

    Post edited by SphericLabs on
  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    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?

  • marblemarble Posts: 7,500
    edited December 2014

    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.

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

    Nope -- fireflies still there.

    Here are the settings now.

    Screen_Shot_2014-12-19_at_18.32_.45_.png
    249 x 459 - 60K
    Screen_Shot_2014-12-19_at_18.32_.13_.png
    1286 x 529 - 1M
  • DrPingyDrPingy Posts: 78
    edited December 1969

    My experience with fire flies is that the lightning is to low.

    Use more light sources, like big area lights or a dome, IBL...

  • DrPingyDrPingy Posts: 78
    edited December 2014

    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?

    Post edited by DrPingy on
  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    DrPingy said:
    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.

  • DrPingyDrPingy Posts: 78
    edited December 2014

    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:

    Disp.png
    1274 x 961 - 101K
    Post edited by DrPingy on
  • SphericLabsSphericLabs Posts: 598
    edited December 1969

    DrPingy said:
    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.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    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?

  • DrPingyDrPingy Posts: 78
    edited December 2014

    zarcondeegrissom wrote:
    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)?

    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.

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

    zarcondeegrissom Posted: 23 December 2014 12:25 AM
    Dose LuxRender even have a “Light shadow Bias” of sorts?


    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.

    Post edited by DrPingy on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    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?

  • DrPingyDrPingy Posts: 78
    edited December 2014

    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).

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

    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:


    #Material: Genesis2Female.Hips
    Texture "Lm_texture4" "float" "imagemap"
    "string filename" ["D:/Eigene Dateien/DAZ 3D/Studio4/My Library/Runtime/textures/SilverCountess/Riven/RivenTorsoB.jpg"]
    "float gamma" [1]
    "string filtertype" ["bilinear"]
    "float maxanisotropy" [8]
    "string wrap" ["repeat"]
    "integer discardmipmaps" [0]
    "string channel" ["mean"]
    "string mapping" ["uv"]
    "float uscale" [1]
    "float vscale" [-1]

    Texture "Lm_texture5" "float" "scale"
    "texture tex1" ["Lm_texture4"]
    "float tex2" [1]

    Texture "Lm_texture6" "float" "subtract"
    "float tex1" [0.05]
    "float tex2" [-0.05]

    Texture "Lm_texture3" "float" "scale"
    "texture tex1" ["Lm_texture5"]
    "texture tex2" ["Lm_texture6"]

    Texture "Lm_texture2" "float" "add"
    "texture tex1" ["Lm_texture3"]
    "float tex2" [-0.05]

    Texture "Lm_texture1" "float" "scale"
    "texture tex1" ["Lm_texture2"]
    "float tex2" [0.0045]

    Texture "Lm_texture7" "color" "imagemap"
    "string filename" ["D:/Eigene Dateien/DAZ 3D/Studio4/My Library/Runtime/textures/SilverCountess/Riven/RivenTorso.jpg"]
    "float gamma" [2.2]
    "string filtertype" ["bilinear"]
    "float maxanisotropy" [8]
    "string wrap" ["repeat"]
    "integer discardmipmaps" [0]
    "string channel" ["mean"]
    "string mapping" ["uv"]
    "float uscale" [1]
    "float vscale" [-1]

    Texture "Lm_texture8" "color" "scale"
    "texture tex1" ["Lm_texture7"]
    "color tex2" [0.701169 0.701169 0.701169]

    Texture "Lm_texture9" "color" "imagemap"
    "string filename" ["D:/Eigene Dateien/DAZ 3D/Studio4/My Library/Runtime/textures/SilverCountess/Riven/RivenTorsoS.jpg"]
    "float gamma" [2.2]
    "string filtertype" ["bilinear"]
    "float maxanisotropy" [8]
    "string wrap" ["repeat"]
    "integer discardmipmaps" [0]
    "string channel" ["mean"]
    "string mapping" ["uv"]
    "float uscale" [1]
    "float vscale" [-1]

    Texture "Lm_texture10" "color" "scale"
    "texture tex1" ["Lm_texture9"]
    "color tex2" [0.0445526 0.0445526 0.0445526]

    MakeNamedMaterial "Lm_material1"
    "texture bumpmap" ["Lm_texture1"]
    "texture Kd" ["Lm_texture8"]
    "texture Ks" ["Lm_texture10"]
    "float index" [0]
    "float uroughness" [0.8]
    "float vroughness" [0.8]
    "color Ka" [1 1 1]
    "bool multibounce" ["false"]
    "float d" [0]
    "string type" ["glossy"]

    NamedMaterial "Lm_material1"

    Shape "mesh"
    .....
    "bool generatetangents" ["false"]
    "float dmscale" [0.1]
    "float dmoffset" [0]
    "bool dmnormalsmooth" ["true"]
    "bool dmnormalsplit" ["false"]
    "bool dmsharpboundary" ["false"]
    "integer nsubdivlevels" [0]
    "string subdivscheme" ["loop"]

    AttributeEnd


    Then I save the scene and reload. Then the result is:


    #Material: Genesis2Female.Hips
    Texture "Lm_texture4" "float" "imagemap"
    "string filename" ["D:/Eigene Dateien/DAZ 3D/Studio4/My Library/Runtime/textures/SilverCountess/Riven/RivenTorsoB.jpg"]
    "float gamma" [1]
    "string filtertype" [""]
    "float maxanisotropy" [8]
    "string wrap" [""]
    "integer discardmipmaps" [0]
    "string channel" [""]
    "string mapping" [""]
    "float uscale" [1]
    "float vscale" [-1]

    Texture "Lm_texture5" "float" "scale"
    "texture tex1" ["Lm_texture4"]
    "float tex2" [1]

    Texture "Lm_texture6" "float" "subtract"
    "float tex1" [0.05]
    "float tex2" [-0.05]

    Texture "Lm_texture3" "float" "scale"
    "texture tex1" ["Lm_texture5"]
    "texture tex2" ["Lm_texture6"]

    Texture "Lm_texture2" "float" "add"
    "texture tex1" ["Lm_texture3"]
    "float tex2" [-0.05]

    Texture "Lm_texture1" "float" "scale"
    "texture tex1" ["Lm_texture2"]
    "float tex2" [0.0045]

    Texture "Lm_texture7" "color" "imagemap"
    "string filename" ["D:/Eigene Dateien/DAZ 3D/Studio4/My Library/Runtime/textures/SilverCountess/Riven/RivenTorso.jpg"]
    "float gamma" [2.2]
    "string filtertype" [""]
    "float maxanisotropy" [8]
    "string wrap" [""]
    "integer discardmipmaps" [0]
    "string channel" [""]
    "string mapping" [""]
    "float uscale" [1]
    "float vscale" [-1]

    Texture "Lm_texture8" "color" "scale"
    "texture tex1" ["Lm_texture7"]
    "color tex2" [0.701169 0.701169 0.701169]

    Texture "Lm_texture9" "color" "imagemap"
    "string filename" ["D:/Eigene Dateien/DAZ 3D/Studio4/My Library/Runtime/textures/SilverCountess/Riven/RivenTorsoS.jpg"]
    "float gamma" [2.2]
    "string filtertype" [""]
    "float maxanisotropy" [8]
    "string wrap" [""]
    "integer discardmipmaps" [0]
    "string channel" [""]
    "string mapping" [""]
    "float uscale" [1]
    "float vscale" [-1]

    Texture "Lm_texture10" "color" "scale"
    "texture tex1" ["Lm_texture9"]
    "color tex2" [0.0445526 0.0445526 0.0445526]

    MakeNamedMaterial "Lm_material1"
    "texture bumpmap" ["Lm_texture1"]
    "texture Kd" ["Lm_texture8"]
    "texture Ks" ["Lm_texture10"]
    "float index" [0]
    "float uroughness" [0.8]
    "float vroughness" [0.8]
    "color Ka" [1 1 1]
    "bool multibounce" ["false"]
    "float d" [0]
    "string type" ["glossy"]

    NamedMaterial "Lm_material1"

    Shape "mesh"
    .....
    "bool generatetangents" ["false"]
    "float dmscale" [0.1]
    "float dmoffset" [0]
    "bool dmnormalsmooth" ["true"]
    "bool dmnormalsplit" ["false"]
    "bool dmsharpboundary" ["false"]
    "integer nsubdivlevels" [0]
    "string subdivscheme" [""]

    AttributeEnd

    In all image maps the values
    - "string filtertype" [""]
    - "string wrap" [""]
    -"string channel" [""]
    -"string mapping" [""]
    -"string subdivscheme" [""]
    are empty!
    So it gives a bad render.

  • 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.

    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

    RougnessVsSpecular.png
    1000 x 1000 - 518K
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 2014

    DrPingy said:

    In all image maps the values
    - "string filtertype" [""]
    - "string wrap" [""]
    -"string channel" [""]
    -"string mapping" [""]
    -"string subdivscheme" [""]
    are empty!
    So it gives a bad render.

    wow, not the first time I came across a save that would not save everything (sky visible in render with some sky-domes comes to mind).

    Out of curiosity, just so I can be aware of this, and not waste my time running a bad render after a save. Was that a scene save, shader preset save, material preset save, or other?

    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.

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

    zarcondeegrissom
    Was that a scene save, shader preset save, material preset save, or other?

    It was a scene save.

  • MBuschMBusch Posts: 547
    edited December 1969

    DrPingy said:

    In all image maps the values
    - "string filtertype" [""]
    - "string wrap" [""]
    -"string channel" [""]
    -"string mapping" [""]
    -"string subdivscheme" [""]
    are empty!
    So it gives a bad render.

    wow, not the first time I came across a save that would not save everything (sky visible in render with some sky-domes comes to mind).

    Out of curiosity, just so I can be aware of this, and not waste my time running a bad render after a save. Was that a scene save, shader preset save, material preset save, or other?

    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.

    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.

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

    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.

    Luxus_Settings.jpg
    439 x 430 - 142K
    Luxus_Specular_03.jpg
    1200 x 750 - 1M
    Luxus_Specular_02.jpg
    1200 x 750 - 1M
    Luxus_Specular_01.jpg
    1200 x 750 - 454K
    Post edited by MN-150374 on
  • MBuschMBusch Posts: 547
    edited December 1969

    MN-150374 said:
    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.

    Thank you for testing the issue. Your render is exactly what I expecting from mine. Looking your material settings I see that you didn't use IOR and Multi Bounce is Off. My scene was set with IOR 1.44 and Multi Bounce in all spheres. Removing the IOR and switching Multi Bounce to Off fixed the issue.

    I setup that scene to test the specular channels as when I testing some Skins they looked something flat to my taste. Now, I see that the default human skin IOR (1.44) should no be used in Luxus because it turns the specular reflection to something very weak. Lux Wiki states:

    The IOR and specular color are related via the formula IOR = (sqrt(Ks)+1)/(1-sqrt(Ks)) (Ks is the proper term for specular color).

    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.

    RougnessVsSpecularv2.png
    1000 x 1000 - 1M
  • SphericLabsSphericLabs Posts: 598
    edited January 2015

    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

    Specular color and IOR

    This is the color of the varnish coat. In many real world materials, all color is in the base rather than the gloss, so this color should often be left as gray. (For example, the paint on porcelain is applied before the glaze, so your paint texture should only be on the diffuse channel). Darker colors will make the material less shiny, especially at shallow angles. Optionally, you can specify an index of refraction for the coating material, however this will prevent you from coloring the coating, it will always be gray. This can be useful if you want to specify a specific material making up the coating. For example, a wet floor would have IOR = 1.333, the IOR of water.


    Skin is usally best done with a glossytranslcuent material and a homogenous volume. Set the index of refraction in the volume.

    Post edited by SphericLabs on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    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:

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    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!

  • DrPingyDrPingy Posts: 78
    edited December 1969

    Luxus is a dll. You will find it under plugins.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    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.

  • fixmypcmikefixmypcmike Posts: 19,682
    edited December 1969

    RAMWolff said:
    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?

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    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

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited January 2015

    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.)

    Post edited by ZarconDeeGrissom on
  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Is there a simple, >"Photo Neutral"<, IES light set? one that is NOT scavenged from a light manufacturer, or Product that must be purchased.</div>

    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.

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