Luxus discussion II

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  • MN-150374MN-150374 Posts: 923
    edited December 1969

    eiliestl said:
    MN-150374 said:
    eiliestl said:
    My shaders aren't working . Please help.

    Is it rendered inside DAZ Studio? Take a look at the Advanced Render Settings. Make sure the Option >Use LuxRender GUI< is ON.
    After the scene is exported, change the Tone Mapping Kernel in the LuxRender GUI to Linear.

    You may take a look at the Luxus tutorial link in my signature, there I´ve tried to explain some basics of the Luxus Render Settings and the LuxRender GUI. Hope this helps?


    All I get a solid black screen. I am using Daz3d 4.7 for that first pic.

    From the daz -Lux console

    [Lux 2015-Feb-12 08:40:20 INFO : 0] Lux version 0.8 of Jun 4 2011 at 23:56:51]
    .....

    I don´t know if Luxus is designed for LuxRender 0.8? The newest version is Luxrender 1.4 and it works fine.

    There you can download the newest version of LuxRender: http://www.luxrender.net/en_GB/download

  • eiliestleiliestl Posts: 100
    edited December 1969

    MN-150374 said:
    eiliestl said:
    MN-150374 said:
    eiliestl said:
    My shaders aren't working . Please help.

    Is it rendered inside DAZ Studio? Take a look at the Advanced Render Settings. Make sure the Option >Use LuxRender GUI< is ON.
    After the scene is exported, change the Tone Mapping Kernel in the LuxRender GUI to Linear.

    You may take a look at the Luxus tutorial link in my signature, there I´ve tried to explain some basics of the Luxus Render Settings and the LuxRender GUI. Hope this helps?


    All I get a solid black screen. I am using Daz3d 4.7 for that first pic.

    From the daz -Lux console

    [Lux 2015-Feb-12 08:40:20 INFO : 0] Lux version 0.8 of Jun 4 2011 at 23:56:51]
    .....

    I don´t know if Luxus is designed for LuxRender 0.8? The newest version is Luxrender 1.4 and it works fine.

    There you can download the newest version of LuxRender: http://www.luxrender.net/en_GB/download

    Downloader won't load . I get this error . http://www.luxrender.net/release/luxrender/1.4/win/64/LuxRender 1.4 x64 OpenCL Setup.exe

  • MN-150374MN-150374 Posts: 923
    edited December 1969

    Well, I´m geting a error message too. But If you scroll down the download page, you can download the LuxRender Version 1.3. This version should also work fine with Luxus.

  • IsazformsIsazforms Posts: 210
    edited December 1969

    I find the way for repair the bug about surfaces pane luxus material. Just reload DAZ studio with Luxus selected in Render options. So I have a questions. In Luxrender official page there are more materials. So If I install this materials for luxrender it is apperas in luxus material in DAZ? Materials are in LXM and LBM2 format. By the way, Glossy traslucent material with default settings apply to skin looks horrible!!!

  • MN-150374MN-150374 Posts: 923
    edited February 2015

    Spheric Labs posted a script to use the LBM2-files: http://www.daz3d.com/forums/discussion/21492/P435/#494200
    Select a surface in the surface tab, doubleclick on the script in your Content Library and navigate to the LBM2-file.

    Theres a thread on Skin Settings and the diffrent ways to get good results: http://www.daz3d.com/forums/discussion/20918/

    Did some experiments myself with Glossy Translucent Materials and Volumes: http://www.daz3d.com/gallery/#images/56374
    Still a work in progress, not there yet where I think it should be.

    Post edited by MN-150374 on
  • evilded777evilded777 Posts: 2,482
    edited December 1969

    What is the deal with trans-maps, sometimes?

    Hair-scalp layers, eyelashes... not all the time, mind you... just sometimes; they make an awful mess.

    Case in point: Nye hair by AprilYSH, Jesse testure for Genesis YT. Auto-convert, or manual assign Luxrender materials... I get solid, ugly, messes.

    And I've seen it with other ones, too... lots of eyelashes work horribly.

    Any pointers here?

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    What is the deal with trans-maps, sometimes?

    Hair-scalp layers, eyelashes... not all the time, mind you... just sometimes; they make an awful mess.

    Case in point: Nye hair by AprilYSH, Jesse testure for Genesis YT. Auto-convert, or manual assign Luxrender materials... I get solid, ugly, messes.

    And I've seen it with other ones, too... lots of eyelashes work horribly.

    Any pointers here?

    Make sure the maps are greyscale not RGB.

  • evilded777evilded777 Posts: 2,482
    edited December 1969

    mjc1016 said:

    Make sure the maps are greyscale not RGB.

    No dice.

    They were in fact RGB, but converting to grayscale seems to result in the same effect.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Scratches head....because that usually did the trick, for me, if I was having problems with them.

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Hair-scalp layers, eyelashes... not all the time, mind you... just sometimes; they make an awful mess.

    It's the LuxRender equivalent of Ray Trace Depth, the default value limits are a bit low for some heavily layered transmapped hair/fur objects. Go to the LuxRender Render Settings, scroll all the way down to the bottom and find which Surface Integrator setting you've got. Find the matching MaxDepth parameter (Bidirectional has two, you want the Light Depth value) and change the default of 16 up a bit; I usually use 24. Note that this will slow down rendering a bit. You'll have to go into the parameter settings and change the max limit, or turn off limits altogether.
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Hair-scalp layers, eyelashes... not all the time, mind you... just sometimes; they make an awful mess.

    It's the LuxRender equivalent of Ray Trace Depth, the default value limits are a bit low for some heavily layered transmapped hair/fur objects. Go to the LuxRender Render Settings, scroll all the way down to the bottom and find which Surface Integrator setting you've got. Find the matching MaxDepth parameter (Bidirectional has two, you want the Light Depth value) and change the default of 16 up a bit; I usually use 24. Note that this will slow down rendering a bit. You'll have to go into the parameter settings and change the max limit, or turn off limits altogether.

    Dang forgot about that...

  • evilded777evilded777 Posts: 2,482
    edited December 1969

    Thanks for the tip, Spotted Kitty... but that wasn't it, either.

    The levels were at the default of 8, which I don't usually use... but even bumping them up to 24 didn't help.

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Sounds like your problem is different from the one I solved with that parameter tweak, then. Can you post a render to let us see exactly what kind of "solid, ugly mess" you're getting? Some glitches have a very distinctive appearance that are difficult to describe accurately.

  • evilded777evilded777 Posts: 2,482
    edited December 1969

    Well, it appears the my issues were multiple: using the hybrid renderer in this case appears to have been a bad choice, though I have used it with this exact scene via Reality; accelerator options may also have been part of it (since they are "undocumented" I copied them out of a Reality generator file); and finally the material settings also had something to do with it.

    The grayscale transmaps are doing a much better job, though. The hair in particular was producing really jagged edges on some of the layers, and the grayscale transmap seems to have reduced that to a minimum.

    This is what I get for taking too much time off and not keeping my tools sharp. Thanks for your input though, was helpful.

  • PotatoHeadPotatoHead Posts: 38
    edited December 1969

    Is it possible to have Luxus generate only the .lxs files ?

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    If you have it render to a file, then you should find the lxs file where you told it to save the render. Also, if you have it collect and localize, the lxs file will be accompanied by a folder with everything in it.

  • PotatoHeadPotatoHead Posts: 38
    edited December 1969

    mjc1016 said:
    If you have it render to a file, then you should find the lxs file where you told it to save the render. Also, if you have it collect and localize, the lxs file will be accompanied by a folder with everything in it.

    When I render to file it starts up LuxRender GUI and auto-starts the render, which takes a lot of ressource. I'dd like for Luxus to not even start LuxRender, just generate the lxs and stop. Is there an option for this that I missed ?

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    I think...that if you go to the Advanced tab for the Luxus settings and flip Use Luxrender GUI to Off it won't start it....but it's been a while since I've set up things with it, so I'm not sure.

  • PotatoHeadPotatoHead Posts: 38
    edited December 1969

    mjc1016 said:
    I think...that if you go to the Advanced tab for the Luxus settings and flip Use Luxrender GUI to Off it won't start it....but it's been a while since I've set up things with it, so I'm not sure.

    Just tried it out, and it starts up the LuxRender console, as I imagined.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    OK...then I'm stumped. I was sure there was a way.

  • PotatoHeadPotatoHead Posts: 38
    edited December 1969

    Is there maybe a way to add to queue instead of starting a new instance of LuxRender ?

  • MN-150374MN-150374 Posts: 923
    edited December 1969

    As far as I know, there is no way to render direct to file or direct to queue. The LuxRender Console will always start a new instance.

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited May 2015

    Hi all,

    I'm about one week into playing round with Luxus for Carrara and have a question (all my other questions so far were answered by reading the entire 100 page prior thread at work while waiting for other people to get me reports I needed so I could do my own work - that's a productivity win in my book :) ).

    When I render I get a message in the Log saying "[2015-05-06 11:42:00 Warning: 0] Parameter 'bumpmap' not used" for every single texture in the scene And yet, it does seem to be using the bumpmap on some textures - including some that it gives this warning for. Has anyone else experienced this? Is it normal/expected and not something I should worry about or is something strange going on?

    Thanks,
    Mark

    Post edited by MarkIsSleepy on
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    MDO2010 said:
    When I render I get a message in the Log saying "[2015-05-06 11:42:00 Warning: 0] Parameter 'bumpmap' not used" for every single texture in the scene And yet, it does seem to be using the bumpmap on some textures - including some that it gives this warning for. Has anyone else experienced this? Is it normal/expected and not something I should worry about or is something strange going on?

    Thanks,
    Mark

    That's just an informational/performance related message.

    The reason it crops up is that the Luxus exporter tends to write too many parameters, if not carefully monitored. Instead of not writing a blank/empty parameter, it still writes it and then that empty gets culled during the lxs load. And depending on the material conversion/material choice, that could mean some 'extra' parameters get written...like a glossy translucent material...all the possible settings will be written, even if not used.

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited December 1969

    mjc1016 said:
    That's just an informational/performance related message.

    The reason it crops up is that the Luxus exporter tends to write too many parameters, if not carefully monitored. Instead of not writing a blank/empty parameter, it still writes it and then that empty gets culled during the lxs load. And depending on the material conversion/material choice, that could mean some 'extra' parameters get written...like a glossy translucent material...all the possible settings will be written, even if not used.

    Thanks for the fast reply - I', glad to know I didn't break it already. I was multiplying some of the texture maps by a % in the bumpmap channel because they were way too strong and that's what I would normally do with a native Carrara shader but when I saw all those messages I was afraid the exporter didn't like it and was just discarding some of them at random.

    Here's a couple of the various skin tests that have been occupying my time lately - still some work to do but it's getting there. The hair though is a disaster - it's a glossy translucent material but I messed around with a bunch of parameters all at once, instead of one at a time like a rational person and now I don't know what I did that made it look so flat. I think I'm going to scrap that and start over - any suggestions on the hair would be received with enthusiasm. :) I didn't write it down but I think these were both less than 100 S/p.

    WIP_AdriannaSkinTest_05b.jpg
    1395 x 1500 - 301K
    WIP_AdriannaSkinTest_03.jpg
    1860 x 2000 - 418K
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    MDO2010 said:

    Here's a couple of the various skin tests that have been occupying my time lately - still some work to do but it's getting there. The hair though is a disaster - it's a glossy translucent material but I messed around with a bunch of parameters all at once, instead of one at a time like a rational person and now I don't know what I did that made it look so flat.

    The hair is easy...you've got the roughness values too high...anything over about .3 flattens things right out. I've found hair looks good between .1 and .25.

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited December 1969

    mjc1016 said:
    The hair is easy...you've got the roughness values too high...anything over about .3 flattens things right out. I've found hair looks good between .1 and .25.

    Thank you! That was indeed the problem.

  • Joseph00xJoseph00x Posts: 11

    I'm sorry for necro'ing this discussion; I bought Luxus a couple weeks ago and so far I'm pretty impressed with the outcome, it feels much more controllable than the Iray implementation into Daz.

    But I've hit a wall in my creation process and I haven't found an answer still. SphericLabs has said that one can easily use a .lbm2 file using the extra settings, as he showed in a previous post.

    eval{    var v = include("/data/CJ/AlienEgg.lbm2");    Lux.writeValue( v );} NamedMaterial "Material" 

    But my question, as silly as seems, is where I should put the .lbm2 file for Luxrender to find it.

    Thank you in advance for any help that you can provide.

  • MN-150374MN-150374 Posts: 923
    edited March 2016

    As far as I understand, the .lbm2 is located in the DAZ Contet Library. So it is really something like this in Windows: MyLibrary/data/CJ

    But it is even more easy, if you use the script SphericLabs posted here: http://www.daz3d.com/forums/discussion/comment/494200/#Comment_494200

    Download the script, place it somewhere in your DAZ Content Library, so you have access inside DAZ Studio. Select the Surface in the Surface Tab, doubleclick on the script, and browse to the .lbm2-file, wherever it may be located. 

    Some examples I did some time ago:

    Post edited by MN-150374 on
  • Joseph00xJoseph00x Posts: 11
    MN-150374 said:

    As far as I understand, the .lbm2 is located in the DAZ Contet Library. So it is really something like this in Windows: MyLibrary/data/CJ

    But it is even more easy, if you use the script SphericLabs posted here: http://www.daz3d.com/forums/discussion/comment/494200/#Comment_494200

    Download the script, place it somewhere in your DAZ Content Library, so you have access inside DAZ Studio. Select the Surface in the Surface Tab, doubleclick on the script, and browse to the .lbm2-file, wherever it may be located. 

    Some examples I did some time ago: http://www.daz3d.com/gallery/#galleries/91638/?page=4

    Thank you! That would be most useful.

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