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HP
I7 processor
12gb ram
IES are the goniometric light. The name reflects the name of the light in the LuxRender spec.
I thought about adding a merge all light groups but the benefits to having the light groups separate are just to useful I didn't. I have been told that LuxRender will go faster the less there are, but according to my mesearcments it not faster and the extra memory usage is mininal. I will probably add this since it is easy enough to do so.
As a workaround, you can relabel(in the Scene Pane) your lights to the same Label and the light groups will be the same. This will work on area light to, but only if the name of the materials are also the same..
I am confused by "Luxus Material Translations: Is it possible to see the final results of the auto-translation Luxus is doing?"
Thank you!
The work around might work in some circumstances but what I'm currently playing with renaming 36 different material zones, all with slightly different setting to the same exact name is a bit to scary to contemplate. In a perfect world I'd love to have both a group and individual sliders but that probably to much to ask for.
Materials. If I don't set up a Lux Material in DS before I render Luxus converts them into something Lux can use when I start the render. What I'd like to to know what these values are that Lux is now rendering. It would help me understand material in Lux better if I could take something I know (DS materials) and see what Lux is using in my render.
HP
I7 processor
12gb ramThank you. Good to know as I was heading towards those specs and more.
HP
I7 processor
12gb ramThank you. Good to know as I was heading towards those specs and more.
and it has an Nvidia GTX 550 Ti
2 TB hard drive.
bought it direct from HP. didn't break the bank either.
Do you only need the LXM file for the wood material to appear on the LuxBall? Or do you need to download and do something with the LBM file as well?
I just used the LXM file
I can't get the material to show up. Did you use the Surface > Options menu to switch to Luxus - LuxRender Material? I tried both with and without doing this, and it still didn't make any difference. When I tried to switch to LuxRender Material, I used "Only Extra Settiings" as Material Type.
Do you only need the LXM file for the wood material to appear on the LuxBall? Or do you need to download and do something with the LBM file as well?
I just used the LXM file
I can't get the material to show up. Did you use the Surface > Options menu to switch to Luxus - LuxRender Material? I tried both with and without doing this, and it still didn't make any difference. When I tried to switch to LuxRender Material, I used "Only Extra Settiings" as Material Type.
I gave the ball the Luxus LuxRender material Glossy and pasted the information in the Extra settings field.
Yeah I am heading towards the GTX600 range GC. Don't think I will be able to go beyond that. 2 TB HDD sounds good too. Also I am opting for a SSD boot drive/program drive.
well now I'm attempting to get SSS skin with Luxus, using information posed several pages back..
I think she's got some kind of skin condition (granted this is only after 15 minutes, methink its going to need quite a bit more time)
I just used the LXM file
I can't get the material to show up. Did you use the Surface > Options menu to switch to Luxus - LuxRender Material? I tried both with and without doing this, and it still didn't make any difference. When I tried to switch to LuxRender Material, I used "Only Extra Settiings" as Material Type.
I gave the ball the Luxus LuxRender material Glossy and pasted the information in the Extra settings field.
Hmmmm.....did you use any other options (like Volume)? Are you using Sampler & Metropolis? I get absolutely no hint of wood.
post up what you are pasting in.
I would need to add an option to do this. Probably will be a "Luxus - LuxRender Portal" that would turn any selected surfaces into portal.
Keep in mind that portals are kind of tricky in Lux. When a portal stanza is encountered, it only applies the portal to the most recently defined light source. If that ligh tsource is one that isn't supported by portals (such as an area light), then it is completely ignored. If you're using sun and sky and have them as separate lights instead of using the combined sunsky, then you'd only have the portal attached to one of them.
The correct way to implement portals for LuxRender is to load the mesh for the portal as an object instance and then emit a PortalInstance stanza for every applicable light source (sun/sky/infinate) in the scene.
going back a few pages :)
I honestly bellieve that work needs to be done on how and where things are saved in Luxus. I assume if I save the file I will be able to resume at the point that I saved it - so if it is 3 hours in to the render it will restart at that point.
I want to be able to do that even if I have had a power failure - not find that I have lost everything. Surely there is some way to do that for the beginners? If not then there has to be some sort of instruction in the documentation to tell people that they could lose everything. and what to do.
I've found using the lowdiscrepancy sampler works better with homogeneous volume scattering than the metropolis sampler does, at least unless you go to really high S/p.
Here's my latest test WIP, looking at what differences I need to make for different skin shades - the Olivia skin here on the left is quite orange, whereas the Children of Danu tribal texture is very pale.
If you have 1.0.0.3 luxus then do a
-> Render To: Image File
-> Choose a Folder
-> Choose a name
-> Use GUI
-> make sure Write Resume File is on.
-> Render
LuxRender will write a flm every 60 seconds by default
I do get this error in the log file:
[2013-03-18 16:55:25 Error: 24] Scene description must be inside world block; 'MakeNamedVolume' not allowed. Ignoring.
[2013-03-18 16:55:25 Error: 24] Scene description must be inside world block; 'Texture' not allowed. Ignoring.
[2013-03-18 16:55:25 Error: 24] Scene description must be inside world block; 'Texture' not allowed. Ignoring.
[2013-03-18 16:55:25 Error: 24] Scene description must be inside world block; 'Texture' not allowed. Ignoring.
[2013-03-18 16:55:25 Error: 24] Scene description must be inside world block; 'Texture' not allowed. Ignoring.
[2013-03-18 16:55:25 Error: 24] Scene description must be inside world block; 'Texture' not allowed. Ignoring.
[2013-03-18 16:55:25 Error: 24] Scene description must be inside world block; 'MakeNamedMaterial' not allowed. Ignoring.
[2013-03-18 16:55:25 Error: 24] Scene description must be inside world block; 'NamedMaterial' not allowed. Ignoring.
This is what I am pasting:
# BEGIN DB Material 'wood (abura)' ID 68
# Author pandrzej2, Sun, 26 Jun 11 14:17:15 -0700
# Version 0.9.0.dev ; Rated 0 / 5.0 ; 0 Votes
# interior :
# exterior : world
# previewsamples : 832
# DB Object ID 307
MakeNamedVolume "world" "clear"
# ParamSet ID 196
"float fresnel" [1.0002770423889]
"color absorption" [0 0 0]
# DB Object ID 308
Texture "wood.noise2" "float" "blender_distortednoise"
# ParamSet ID 197
"float bright" [1]
"float contrast" [4.5]
"string type" ["blender_original"]
"string noisebasis" ["cell_noise"]
"float distamount" [1]
"float noisesize" [0.5019873380661]
"float nabla" [0.025000000372529]
"string coordinates" ["global"]
"vector translate" [0 0 0]
"vector rotate" [0 0 0]
"vector scale" [0.0099999997764826 0.10000000149012 0.10000000149012]
# DB Object ID 309
Texture "wood.noise1" "float" "blender_clouds"
# ParamSet ID 198
"float bright" [1]
"float contrast" [4.5]
"string noisetype" ["hard_noise"]
"string noisebasis" ["voronoi_f2"]
"float noisesize" [0.019999999552965]
"integer noisedepth" [2]
"string coordinates" ["global"]
"vector translate" [0 0 0]
"vector rotate" [0 0 0]
"vector scale" [0.0049999998882413 1 1]
# DB Object ID 310
Texture "wood.mix" "float" "multimix"
# ParamSet ID 199
"texture tex1" ["wood.noise2"]
"texture tex2" ["wood.noise1"]
"float weights" [0.59999990463257 0.90000021457672]
# DB Object ID 311
Texture "wood.mix_scaled_1" "float" "scale"
# ParamSet ID 200
"float tex1" [-0.0010000000474975]
"texture tex2" ["wood.mix"]
# DB Object ID 312
Texture "wood.color" "color" "mix"
# ParamSet ID 201
"texture amount" ["wood.mix"]
"color tex1" [0.61516600847244 0.21975502371788 0.044444445520639]
"color tex2" [0.26675423979759 0.093863278627396 0]
# DB Object ID 313
MakeNamedMaterial "wood (abura)"
# ParamSet ID 202
"texture bumpmap" ["wood.mix_scaled_1"]
"bool multibounce" ["false"]
"texture Kd" ["wood.color"]
"float index" [2.4571011066437]
"color Ks" [1 1 1]
"float uroughness" [0.079999998211861]
"float vroughness" [0.079999998211861]
"string type" ["glossy"]
# END DB Material 'wood (abura)' ID 68
NamedMaterial "wood (abura)"
If you have 1.0.0.3 luxus then do a
-> Render To: Image File
-> Choose a Folder
-> Choose a name
-> Use GUI
-> make sure Write Resume File is on.
-> Render
LuxRender will write a flm every 60 seconds by default
and everything I need to continue that render say a day later after switiching the computer off and back on will be saved?
And where are you pasting it?
and everything I need to continue that render say a day later after switiching the computer off and back on will be saved?
Yes, sir.
If you want to make sure you can resume it on another computer. Turn on the collect textures option, and increase the max dimension to over 5000
The forum software or browser appears to be altering quote marks to ones that LuxRender does not like.
I wonder if putting it in code tags would fix that.
Here:
Here:
Try here: There is an option to only add the Extra Settings
and everything I need to continue that render say a day later after switiching the computer off and back on will be saved?
Yes, sir.
If you want to make sure you can resume it on another computer. Turn on the collect textures option, and increase the max dimension to over 5000
thank you :) Now, that needs to be written down somewhere in the documentation so everyone knows about it. :) :)
good idea.
Try here: There is an option to only add the Extra Settings
SphericLabs - You are my new hero!! Need I say more!? Thank you so much - I'm all OK now.
The metal2 material can do the job just fine. What we could really use is a simple method of applying colours though. For example, you can create a 'fresnelcolor' texture which accepts colour values 'Kr'. Either texture or pure colour values can be applied to this and then this used for the metal2 fresnel, which would create coloured metals without using defaults. While not strictly a 'feature' of the material, many exporters do this to make things easier for the end user. It's a thought, if nothing else.
I did download Eluxir and found it's quite useful for creating some preset materials. As you might have guessed, I love to tinker and I've been studying the inner workings of Lux's file formats since getting my hands on Reality 2.5, so most of the settings I was already familiar with.
I think that's probably the one thing I can honestly say I really do love about Luxus. Being able to see and edit the 'behind-the-scenes' values, as well as add in my own custom commands for each material gives me a great deal of control. Still, user friendliness should always be a forethought and not everyone will be quite as eager to tinker as I.
The metal2 material can do the job just fine. What we could really use is a simple method of applying colours though. For example, you can create a 'fresnelcolor' texture which accepts colour values 'Kr'. Either texture or pure colour values can be applied to this and then this used for the metal2 fresnel, which would create coloured metals without using defaults. While not strictly a 'feature' of the material, many exporters do this to make things easier for the end user. It's a thought, if nothing else.
I did download Eluxir and found it's quite useful for creating some preset materials. As you might have guessed, I love to tinker and I've been studying the inner workings of Lux's file formats since getting my hands on Reality 2.5, so most of the settings I was already familiar with.
I think that's probably the one thing I can honestly say I really do love about Luxus. Being able to see and edit the 'behind-the-scenes' values, as well as add in my own custom commands for each material gives me a great deal of control. Still, user friendliness should always be a forethought and not everyone will be quite as eager to tinker as I.
I will see what I can figure out
All of them.
Thanks for the reply back.
Now Testing with the 2.2 gamma settings.
Thanks for the reply back.
Now Testing with the 2.2 gamma settings.
I disagree on the Tone Linear Gamma. I would leave that at 1.0. I have confirmed that Blender does the same.
ok after an hour and a half we get
well no more skin rash, still a tad orangey
I like that idea as well, but Reality has had ability to save and share material settings for a looong time and pretty much no PA has made use of that. So I wouldn't be too optimistic about that. Maybe Luxus lower intro price could help with that - I hope it does -but I wouldn't bet on it.