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Oh sure!
It is a video training series that goes step by step through the process I use to get my stuff over to LuxRender via the Luxus plugin.
I am a straight forward thinker so there isn't technical jargon and a bunch of theory. This is exactly how I do it from A to B. I started the series with how I create my own lighting rigs in Studio and then what I do to prepare my scene for render via the Luxus plugin. I cover how to apply Luxus materials and lights and explain why I start with Studio first.
I tried to keep this as basic and up front as possible because I don't enjoy getting confused when I am given too much information about a technical side when all I -really- want to do is make a nice render. The technical minded and deeper "how exactly does that math calculate" kind of thinkers will be better off diving into the dev side of things over at the LuxRender wiki.
This is a video series geared towards creative minded, visual learners.
Right now the series is 2 hours and 5 minutes in length but it is subject to editing.
~Bluebird
Sounds really great, Bluebird. Count me in!! And thank you for the quick reply.
Strange...when I select my figure in the scene tab, and the applicable surfaces in the surface tab (after applying all my Luxus settings) and click to Save As Shader preset, I get a message that I need to "select one object with geometry and one surface of that object." I have Aiko5 selected as well as the surfaces.
Shader preset would be you will select one material.
Material preset would be you select the root of Aiko5 in the scene tab and then all the materials in the surfaces tab.
Thank you, SphericLabs - I am embarrassed to show my ignorance but I figure it's worth it if I can learn.
I am never embarrassed about admitting when I am ignorant of something as I see it as the first step in learning (and I'm ignorant of a *lot*) :)
That sound good from my perspective. I don't mind digging into details of something but to get started I need something simple. Diving into the deep end when I'm just getting started shuts my mind down. It's like my brain says "I'm bored, lets go do something fun." Diving into the deep end when I'm already well familiar with something is fine. :)
That is just the way I function also...
@SphericLabs
Are there Index of Refractions presets in Luxus like in Reality?
@SphericLabs any chance LUXUS can save the settings, its getting to be a pain to keep re-doing every thing each time I start a new project.
did another render of the volumetric tests, let it run over night this time (7.66K S/p) around 11 hours.
tweaked the tone mapping settings a bit to get more color saturation.
Very nice, any hints and tips for the volume settings?, im trying to do a scene with god rays.
Very nice, any hints and tips for the volume settings?, im trying to do a scene with god rays.
well I have the model and the light source (cube in her hand) as mentioned in the post on the previous page. the cylinder is 2.5m high by 10m in diameter. I don't think the glossy shader part matters but the volume is
That is just the way I function also...
@SphericLabs
Are there Index of Refractions presets in Luxus like in Reality?
I can't answer your question but there are some mat presets with the content that came with Luxus but for IOR settings I use this http://www.robinwood.com/Catalog/Technical/Gen3DTuts/Gen3DPages/RefractionIndexList.html
well I have the model and the light source (cube in her hand) as mentioned in the post on the previous page. the cylinder is 2.5m high by 10m in diameter. I don't think the glossy shader part matters but the volume is
Ok thanks.
ah ha.. things are coming into focus for me now...
Yup same here. :D
Yup same here. :D
ok the darker the scattering color (I am only using shades of grey for these tests) the more defined the light ray is...
tweak, render, tweak, render, tweak, render, tweak, render.. finally.. I think I'll let this one cook a bit
You got SSS going on the skin too Rareth?
no, I have the default "Lana" skin that came with genesis on the model, it seems to translate over pretty well.
so any SSS is pure accident.
Interesting thanks. I just looked liked some SSS was going on down on the legs.
probably light reflection, the floor is glossy
edited for spelling.
I finally figured out why mine save, and others people are saying their Luxus RenderSettings are getting reset. In the DAZ preferences there is an option to read/ignore the render settings in a scene file:. I need to make it so Luxus handles this properly so that it works as expected both ways. It important for render to render scenes to read the settings from the file.
For me personally I keep and adjust the render settings globally across projects, which is why I got saving of render settings disabled when saving scenes. It should be possible though to e.g. use a script to set the render settings accordingly (and start the render right away), so I am having a look at that to create some "global" presets perhaps for e.g. GPU rendering etc.
Saving render presets probably don't cover Luxus settings I guess.
I finally figured out why mine save, and others people are saying their Luxus RenderSettings are getting reset. In the DAZ preferences there is an option to read/ignore the render settings in a scene file:. I need to make it so Luxus handles this properly so that it works as expected both ways. It important for render to render scenes to read the settings from the file.
I'm impressed by the way you are taking the developement of this App so seriously. It's a good way of ironing out the issues by participating in this thread.
To anyone who uses this App to it's full potential it help's to have dynamic and responsive interaction to hammer out a better solution. So often the aloofness displayed by some developers(not here of course but in other areas or Paolo for that matter who does a decent job) tends to never address some of their ongoing issues.
Thank's.;-P
Gamma correction all in one post
Hope ot helps others with it being all together
Page 27 post # 393
Page 45 Post # 663
1)
-> Use all default Render Settings. Turn on the GUI.
-> Render
-> Change in the GUI to Linear Tonemapping and then adjust the light groups.
2)
-> Change Texture Gamma to 2.2
-> Change Gamma to 2.2
-> leave Tone Linear Gamma at 1.0
-> Render.
Presets is a good idea. Undo does work.
Page 45 Post # 673
1)
-> Use all default Render Settings. Turn on the GUI.
-> Render
-> Change in the GUI to Linear Tonemapping and then adjust the light groups.
2)
-> Change Texture Gamma to 2.2
-> Change Gamma to 2.2
-> leave Tone Linear Gamma at 1.0
-> Render.
Presets is a good idea. Undo does work.
This is incorrect, they ALL should be at 2.2. (LuxBlend will export 2.2 if you set it to use the linear tonemapper, if not, let me know, because that is a bug).
This info was posted earlier, but I'll repeat it:
All of this has to do with something called "linear workflow" (you should google that). The reason we do this whole gamma correct-then-uncorrect song and dance is because your monitor isn't "linear". What that means is, if you took a graph with an input RGB value on the x-axis and on the y-axis you put how bright your monitor got in response, you don't get a straight line. You get a line the bows downward at the middle (to be exact, it forms a shape as though all the input values got raised to the power of 1/2.2). We call this a gamma curve
This causes a problem. Rendering calculations are in linear color space (meaning they don't have that gamma curve to them). You could say they have "gamma 1.0". The problem is, you can't just display this on your monitor, because your monitor isn't linear. If you do, weird things start happening. Your image looks far too contrasty, and things that should act linearly, like brightness sliders, suddenly DON'T. A good metaphor I've heard is "your render starts acting like 2+2=5". To fix this, we have to translate the render output for display so all the math works out. Your display's gamma curve has essentially introduced an unwanted "gamma" operation, so we have to do another one in the opposite direction to get rid of it. 2+2=4 again. We call this "gamma correction". This is what the "main" or "film gamma" setting in Lux is for. You should probably leave it at 2.2. If everything works right, you get this: http://en.wikipedia.org/wiki/File:GammaFunctionGraph.svg
The line matches!
BUUUUT......there's another problem. While basic color values might have been in linear color space, your color textures probably aren't. They're probably painted or made from photos, and already have that gamma curve baked into them, it just happened as they were made. If you just apply the gamma correction described above, your solid colors look fine, but now your textures are all washed out. So we have to turn them back into linear color space before the render starts so the math works out for textures AND solid colors. This is what the texture gamma is for. If you want your textures to look in the render as they did in the image editor, this needs to be set the same as your film gamma. Which should be 2.2. On the other hand, if you don't care about appearances so much as the actual numbers encoded in the image file, you should leave this at 1.0 and not perform the correction.
If you're still with me, you might be wondering what that tonemapper gamma is for. Well, notice how the linear tonemapper bases its scaling factor on camera settings? Gamma correction would throw off how these settings match up to actual camera settings, so this value puts them back. It should be left at the same value as your film gamma, there is no real point to setting it otherwise.
Wrap-up notes:
1. Don't feel bad if this post made no sense, hardly anyone in my experience can make sense out of linear workflow the very first time it's explained to them. (i sure as hell didn't). Hit google, and just read a few different articles on it. It should start making some sense eventually. But in the meantime, know you really should leave gamma settings in Lux at 2.2.
2. You can actually change the film gamma to something slightly above or below 2.2 if you want, it'll have the usual effect of a gamma control like in Photoshop, but with the benefit of being HDR. Although if you care about THAT, I recommend you save an EXR from Lux and do some proper post/comp in something meant for that like After Effects/Blender/Nuke/Toxik/etc
3. Someone might try to tell you that if you have a Mac you should use gamma 1.8 instead of 2.2. This is not true and has not been true since 10.6 was released.This last post by J the Ninja really helped me to understand all this Gamma correction malarkey. ;) I have been trying to get my head around this for ages. ;)
Some of my big reflection HDRI’s have Gamma 2.2 and some 1.0. With the 2.2 HDRI’s I simply set all Gamma Channels to 2.2 and got better results. But if I change the HDRI to one that has a Gamma of 1 what Gamma channel would I change. Obviously not the Texture Gamma. :)
I am currently reading this thread to learn how to use this, (I am a newbie to Daz, to Luxrender and to Luxus, so it's a lot to learn xD),
I am currently rendering a scene I am working on... of course I need to improve the lights, and stuff,
But, can someone say what's causing the textures to look so.. weird?
The texture on the dragon's tail seems gone, and the texture on the body seems even worse than my previous render on the standard render (can be seen here: http://www.daz3d.com/forums/discussion/19222/)
The woman's skin seems odd, too, but I supoose this is mostly an issue with a badly illuminated scene?
This render is currently at 60S/p, I will leave it rendering because I have to leave now, but I don't think the textures will improve much...
Thanks for any tips!
Parameters are pretty much the standard ones, I told it to export textures, raised gamma to 3, and the light was set as a Luxus light.
I'm working on a project for submission to Daz. I'm trying to include the Luxus mat settings. I'm also trying not to touch the Render settings, only what is available under the surfaces tab.
Here are some concerns:
1. Will the next release of Luxus have basic changes to settings such as Gamma being set to 2.2? This would have a huge effect one what I have done. :)
2. If you can find your crystal ball.... how close do you think these base settings are to what will be in future releases?
Now we need to know what lights you have in the scene.
You could try setting the Render settings Tone Mapping to Linear and use the Lux GUI and then you can adjest each light as you see fit.
as for the textures select all the surfaces and go to the Option Box and choose Luxus - Luxrender Material command and then check the Copy Studio Parameters option and click Accpet.
Here's one I let cook for about 2 days--there was a lot of "flecks" hanging around for a long time in the scene that I assume were caused by bouncing light. I'm off to read pages 40 and on of this thread to see what I've been missing; what I've read so far has been really helpful!
BTW the light cone image from Rareth looks really cool--I haven't figured out how to do volume, yet....
Pretty nice the refine brush will help with that glass noise
feck, human skin is the issue. The variables are vast, even when narrowed to few parameters.
High praise indeed.
The next build, which you should get soon, will properly linearize the colors. The experts had to beat me over the head a few times, but now I understand it.
You might try lowering the gain of the lights (one at a time)--that would be my best guess (but I'm hacking around with it myself).