"Tested in Luxrender" statement?

135

Comments

  • BobvanBobvan Posts: 2,652
    edited March 2013

    Bobvan said:
    I personally really like Reality. I never really made that many adjustments with DS tabs just some adjustments here and there. I am at the point that I pretty well have the expected results when adjusting materials in Reality.

    I used to think it was all about Lux. Then I realized I was not giving Reality it's full credit until "another" plug in was released...

    I have produced many many quality renders...

    Really looking forward to R3...


    The only thing Reality does better than Luxus is surface translation in certain cases [and depending how you look at it, the ACSEL database]. Luxus has the edge on integration with both DAZ Studio and LuxRender, and on tweaking surfaces, lights, and volumes.

    Perhaps but most luxus renders I see including promos for the product & tutorials are not close the the ones by Reality artists Like Mike Charley & Anton...

    R3 will have all of that and prolly with less headaches

    Post edited by Bobvan on
  • cwichuracwichura Posts: 1,042
    edited December 1969

    The mods have put stops to every thread that has turned into a Reality vs. Luxus slugfest. So I suggest we all try to nip that here before this thread goes the same way. Personally, I use Reality, but I'm more than happy to answer questions about what I've learned of LuxRender and how it works and handles materials/etc, regardless of which exporter is used. Let's try to keep this thread about LuxRender, and not digress into another exporter war.

  • BobvanBobvan Posts: 2,652
    edited March 2013

    cwichura said:
    The mods have put stops to every thread that has turned into a Reality vs. Luxus slugfest. So I suggest we all try to nip that here before this thread goes the same way. Personally, I use Reality, but I'm more than happy to answer questions about what I've learned of LuxRender and how it works and handles materials/etc, regardless of which exporter is used. Let's try to keep this thread about LuxRender, and not digress into another exporter war.

    You never did join us at rendo... War? I thought we were having a conversation but I digress...

    Post edited by Bobvan on
  • cwichuracwichura Posts: 1,042
    edited December 1969

    Bobvan said:
    You never did join us at rendo...

    I will never, ever post at Rendo. Period. I have my reasons. But I am happy to chime in here, at Paolo's new official forums over at RDNA, and on the LuxRender forums themselves.
  • BobvanBobvan Posts: 2,652
    edited December 1969

    cwichura said:
    Bobvan said:
    You never did join us at rendo...

    I will never, ever post at Rendo. Period. I have my reasons. But I am happy to chime in here, at Paolo's new official forums over at RDNA, and on the LuxRender forums themselves.

    That sounds kinda bitter I won't ask..

  • marblemarble Posts: 7,500
    edited December 1969

    cwichura said:
    The mods have put stops to every thread that has turned into a Reality vs. Luxus slugfest. So I suggest we all try to nip that here before this thread goes the same way. Personally, I use Reality, but I'm more than happy to answer questions about what I've learned of LuxRender and how it works and handles materials/etc, regardless of which exporter is used. Let's try to keep this thread about LuxRender, and not digress into another exporter war.

    As I have both products, I'm happy to learn about both and use either if I think I can get better results. You and several others have been extremely helpful so I would not like to give the moderators cause for concern. I will try to steer clear of making comparisons but I would not like to see a situation where we are confined to Luxus discussion because Reality is no longer sold from the DAZ store. After all, getting great results form Reality will only encourage me to buy more DAZ products to render, surely.

  • BobvanBobvan Posts: 2,652
    edited March 2013

    I think R3 is going to be sick! I guess what I like about it is the simplicity of it. I have been using it for 14 months I am used to the flow & how to get what I want out of it. I have no interest in having to plug in manual text and editing XLS files & preforming voo doo rituals . I too have offered tips on the Luxus forum and no longer do so for my Reasons...

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

    Bobvan said:
    I think R3 is going to be sick!

    That means good, right? (I'm an OLD man) ;)

  • BobvanBobvan Posts: 2,652
    edited March 2013

    LOL Me too yeah its going to rock! At the end of the day the Luxrender is a nice engine...

    Post edited by Bobvan on
  • cwichuracwichura Posts: 1,042
    edited December 1969

    marble said:
    I will try to steer clear of making comparisons but I would not like to see a situation where we are confined to Luxus discussion because Reality is no longer sold from the DAZ store.

    I don't think that's necessary. Discussion about how to do something in either plugin, or even how they handle configuring the same thing differently should be fine. It's just that I got the vibe of "X is better than Y" starting to crop up, having seen the early stages of that in several other threads already that the mods eventually stepped into. Saying X handles Z better than Y from a technical merit/factual point of view is still a valid statement, as it may help people to understand how to workaround/implement Z in Y. I just think the opinion/subjective side should be kept out.
  • BobvanBobvan Posts: 2,652
    edited March 2013

    Yeah I guess some things never change. Reminds me of when I was into video hockey. There was 2K & EA sports back in 03 / 04 same sort of thing but this being much more civilized.

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

    cwichura said:
    ... Saying X handles Z better than Y from a technical merit/factual point of view is still a valid statement, as it may help people to understand how to workaround/implement Z in Y. I just think the opinion/subjective side should be kept out.

    Agreed.

  • ReDaveReDave Posts: 815
    edited December 1969

    @marble: shader=math function that describes the light to surface interaction.
    Luxus uses the same render engine as Reality, of course, so check that you are comparing like for like (in particular use so-called "linear" in all the drop-downs that allow it, except tonemapper which can be any).

  • agent unawaresagent unawares Posts: 3,513
    edited December 1969

    Bobvan said:
    Bobvan said:
    I personally really like Reality. I never really made that many adjustments with DS tabs just some adjustments here and there. I am at the point that I pretty well have the expected results when adjusting materials in Reality.

    I used to think it was all about Lux. Then I realized I was not giving Reality it's full credit until "another" plug in was released...

    I have produced many many quality renders...

    Really looking forward to R3...


    The only thing Reality does better than Luxus is surface translation in certain cases [and depending how you look at it, the ACSEL database]. Luxus has the edge on integration with both DAZ Studio and LuxRender, and on tweaking surfaces, lights, and volumes.

    Perhaps but most luxus renders I see including promos for the product & tutorials are not close the the ones by Reality artists Like Mike Charley & Anton...

    R3 will have all of that and prolly with less headaches
    The Luxus promos were...lacking. They didn't show off the end result so much as the exporter itself. The final renderer is the same, so you can get identical results with either exporter. But Luxus exposes more options which are simpler to adjust.

  • agent unawaresagent unawares Posts: 3,513
    edited March 2013

    cwichura said:
    The mods have put stops to every thread that has turned into a Reality vs. Luxus slugfest. So I suggest we all try to nip that here before this thread goes the same way. Personally, I use Reality, but I'm more than happy to answer questions about what I've learned of LuxRender and how it works and handles materials/etc, regardless of which exporter is used. Let's try to keep this thread about LuxRender, and not digress into another exporter war.

    This thread is about LuxRender, not Luxus. Most of the initial posts were about Reality. The mods just don't want too much comparison going on the the Luxus promo thread itself, which should be focused on learning about that particular exporter.
    Post edited by agent unawares on
  • ZilvergrafixZilvergrafix Posts: 1,385
    edited March 2013

    Luxus is more difficult to understand than Reality at first instance, the only plus in Luxus is the "inside Daz" rendering option.
    this time I'm not quoting nobody, so, this statement is only my perspective.

    for faster learning curve than LuxRender, I would suggest Keyshot or Modo render engines. period.

    Post edited by Zilvergrafix on
  • marblemarble Posts: 7,500
    edited March 2013

    Luxus is more difficult to understand than Reality at first instance, the only plus in Luxus is the "inside Daz" rendering option.
    this time I'm not quoting nobody, so, this statement is only my perspective.

    for faster learning curve than LuxRender, I would suggest Keyshot or Modo render engines. period.

    Thanks. I took a look at Keyshot and they have some very informative videos which are interesting for understanding any rendering, I think. Just wish I could afford the software but ... well, I can't. On the other hand, it doesn't seem to be designed to import human skin textures, or at least I can't find any reference to human textures.

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

    cwichura said:

    Also, these shaders make use of displacement. There are two things to watch for here with that. First, they set the negative displacement to 0. Reality has a bug where it uses the default value of -.001 instead of 0 when it sees 0. So you need to multi-select the surfaces of the stockings and then set the displacement minimum to 0. I would also recomend bumping the displacement levels up to 2. The second issue relates to a change in displacement handling in Lux 1.2, where they fixed a long-standing bug with the inversion of displacement. Reality has been working around that, but now it does the 'wrong thing' when Lux 1.2 is used. The most recent version of Reality has a change to detect when Lux 1.2 is being used and correct the dmscale when detected. However, there seems to be a bug in that as well, where it only remembers that for the current session of DAZ Studio. So if you close DAZ and then re-open it, the first time you invoke Reality, you need to remember to go to the output tab and reselect the location of LuxRender (even if it's in the same place) so that Reality will emit the correct dmscale value.

    I bought The Fabricator yesterday and the displacement issue became something of a problem for me. I tried to follow your advice here but ended up with a garment exploded to ridiculous proportions. Would you mind posting a screen shot of the settings you would use (I know you have the product because I've seen a mention of it in another thread).

    Also, I have a Mac now but when I had a Windows 7 PC, I used a nice little (free) program to create Normal Maps, called SSBump Generator but it doesn't seem to be available for Mac. Does anyone know of something similar for Mac OS X (preferably free)?

  • ZilvergrafixZilvergrafix Posts: 1,385
    edited March 2013

    marble said:

    Thanks. I took a look at Keyshot and they have some very informative videos which are interesting for understanding any rendering, I think. Just wish I could afford the software but ... well, I can't. On the other hand, it doesn't seem to be designed to import human skin textures, or at least I can't find any reference to human textures.

    It's perfect with any texture, the export settings and workflow takes just minutes, check my example below, even render time is improved, I know its expensive but it pays its price, btw, I'm NOT trying convincing anyone changing to Keyshot, but just look other render engines, I update my copy of Keyshot Pro....today, easy to use, very different of the previous version I had, version 2, the update was expensive but I love the results.

    and yes, english is not my native language, is SPANISH, and I apologize for my rotten way of communication.

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    Post edited by Zilvergrafix on
  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    For my part, I'm a very hands-on person. When I got Reality my first impressions weren't greatly positive largely because I didn't understand Lux all that well, and partly because the tweaks and settings I was used to weren't there. Reality is good software, but it has a "my way or the highway" approach to materials. It does a fair job of auto converting, but has a relatively narrow field of materials that it works with.

    Aside from the issue that Reality is never updated to take advantage of newer materials and instead relies on purchasing the next version (Which I'll admit left me a little sore considering its expense) it has rather strict rules on what becomes what type of material. It feels like the software is in the driving seat and you're just along for the ride. Again though, I'm very used to having all the settings at my disposal, rather than being at the mercy of what the program decides is a good choice. That said, what it does it does very well indeed. A little buggy in places, but it has served me very well indeed.

    Luxus seems harder to learn, but not without reason. It's basically a front-end for Luxrender in the purest possible form. Rather than dictate how a material should behave, you have full control over every quality and setting. Don't like the fresnel? Change it! Want that medium to be a homogeneous volume? It's a few clicks away! This means that mastery of Luxus is effectively mastery over Luxrender. It gives you all the control you might require, and even has the 'extra settings' so you can manually input materials should Luxrender ever be updated to add new types.

    Luxus isn't without its quirks though. Losing all of your temporary files (and thus any previous renders you've had and their corresponding FLM files) is a major pain in the butt. I think it's lovely that Luxus tries to clean up after itself (after all, I have a folder packed with about a dozen Reality renders), but it would have been nicer if some of them could be marked for the 'long haul' rather than deleted. I've taken to copying all of the renders I want to be ongoing into a separate folder to keep them from vanishing.

    I'll probably never become a Luxrender expert, and I still prefer 3DL for it's simplicity, noiseless images and quickness of rendering. But the more I learn about Lux the better I become and perhaps eventually I'll get photorealistic quality images like the shiny promo's they've been showing off on their forums.

  • marblemarble Posts: 7,500
    edited December 1969


    It's perfect with any texture, the export settings and workflow takes just minutes, check my example below, even render time is improved, I know its expensive but it pays its price, btw, I'm NOT trying convincing anyone changing to Keyshot, but just look other render engines, I update my copy of Keyshot Pro....today, easy to use, very different of the previous version I had, version 2, the update was expensive but I love the results.

    and yes, english is not my native language, is SPANISH, and I apologize for my rotten way of communication.

    I know I shouldn't tempt myself with things I can't afford but I have downloaded the trial of Keyshot 4 just to see what results I can get. I'll try to follow your example if the trial allows me to.

    No need to apologise for your English. I don't speak ANY other language so I am the one who should apologise.

  • marblemarble Posts: 7,500
    edited December 1969


    I'll probably never become a Luxrender expert, and I still prefer 3DL for it's simplicity, noiseless images and quickness of rendering. But the more I learn about Lux the better I become and perhaps eventually I'll get photorealistic quality images like the shiny promo's they've been showing off on their forums.

    I'm determined to give Luxus another chance this week. BTW, I am taking early retirement in a few weeks time so I'll have a lot more time to play :)

    The problems I had that put me off:

    1. Could not get the hang of lights in Luxus - Reality has the wonderfully simple Mesh lights and quite often a sinle one will do a great job.
    2. Hair didn't render nicely.
    3. Interiors (an enclosed room with the light inside) produced totally black renders. If I adjusted everything up to the limits (ISO film speed, f-stop, lights, etc.) I could get a few pixels but no recognisable image.
    4. Otherwise, images were too harsh (and this was my impression of most of the renders posted here on the forum).

    Now I've just seen a render by HellBoy in the Luxus discussion and I am very impressed. That is why I'll try again.

  • Herald of FireHerald of Fire Posts: 3,504
    edited March 2013

    marble said:
    1. Could not get the hang of lights in Luxus - Reality has the wonderfully simple Mesh lights and quite often a single one will do a great job.
    You can still get meshlights in Luxus. Go to any surface and add the light parameters and you'll find very similar settings to the Reality ones which allow you to play around. Though I confess I haven't found a way to create named light groups yet. I've been sneakily using the Reality softbox and turning the front panel into a Luxrender light source. Reality still reads it as a light, and now Luxus too, so I can use either software to output the render in the same save file.

    marble said:
    2. Hair didn't render nicely.
    That's more down to your material settings. You can get identical results in Luxus as you can in Reality, but only if you know the settings you're using. Automatic conversion in Luxus isn't as advanced as Reality so it doesn't always do a sterling job if you don't edit the material yourself. Glossy surfaces with moderately low roughness values will give a nice sheen to hair.

    marble said:
    3. Interiors (an enclosed room with the light inside) produced totally black renders. If I adjusted everything up to the limits (ISO film speed, f-stop, lights, etc.) I could get a few pixels but no recognisable image.

    What type of light were you using? Distant lights will be stopped by the outer walls of the room, but mesh lights should work fine. The render I have below was done using Luxus in a completely sealed room. No external lighting; it all comes from lamps on the roof of the bathroom which are set to be light emitting materials.

    4. Otherwise, images were too harsh (and this was my impression of most of the renders posted here on the forum).


    Again, this will depend heavily on your lighting setup and tone mapping options. By default it uses Auto-Linear tonemapping, but you can set it to Linear to have more control over exposure and shutter. As an interesting point of fact, Reality uses a very tiny shutter (0.02) by default while Luxus uses a much larger one (1.0). Clipping them to similar settings will help that a lot.

    Now I've just seen a render by HellBoy in the Luxus discussion and I am very impressed. hat is why I'll try again.
    Good luck to you. Whether you use Reality or Luxrender, they're both good at what they do. Luxrender can put out some amazing results. I'm always finding new tricks to get better images regardless of which one I use.

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    Post edited by Herald of Fire on
  • marblemarble Posts: 7,500
    edited December 1969

    That's a lovely render. I bet the reflections were tricky?

    BTW, did you use ZBrush or similar to collapse the clothing? Very nice job whatever you used.

    When I try Luxus again I'll pay more attention to creating Mesh lights as you did. You are correct - I used a distant light and a couple of spots but I tried to cram them into the room. I've still no idea why they didn't illuminate anything.

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    marble said:
    That's a lovely render. I bet the reflections were tricky?

    BTW, did you use ZBrush or similar to collapse the clothing? Very nice job whatever you used.

    When I try Luxus again I'll pay more attention to creating Mesh lights as you did. You are correct - I used a distant light and a couple of spots but I tried to cram them into the room. I've still no idea why they didn't illuminate anything.


    Poser's cloth room was used to collapse the clothing. I exported them as OBJ files and used the results as morph targets for the daydream dress and anime panties so that I could change materials easier if I wanted to. In the latter case, the dress was placed down first as a prop for the panties to collide with so that they would sit realistically. I used another morph for the daydream shoes to get them looking unworn and discarded. Trying to move them individually wasn't getting the expected results.

    Reflections were done using a mix material. Three parts mirror to seven parts textured glossy. Unfortunately the displacement doesn't seem to have shown up in the render, so it looks flatter than intended.

    As to your problem, spot lights can be tricky. What appears to be 'inside' a room might actually be just outside. Check it's not clipping into the walls too much. You can move them further in and adjust the cone to fix this issue to some degree.

    In general though, spotlights and distant lights are discouraged when using Luxus or Reality as they don't behave in a realistic way. In the case of distant lights, it's infinitely far and infinite in dimension -- impossible in the real world. In the case of spot lights, the light is projected at an angle, which is a way of 'faking' the way real world light spreads out and is unnecessary in Luxrender as it will do this for you anyway.

  • cwichuracwichura Posts: 1,042
    edited March 2013

    marble said:
    ...the displacement issue became something of a problem for me. I tried to follow your advice here but ended up with a garment exploded to ridiculous proportions. Would you mind posting a screen shot of the settings you would use...

    I am not near my DAZ Studio machine at the moment, so will have to do without the screenshot. The thing to keep in mind, however, is that LuxRender and Studio use a different unit of scale. One unit in LuxRender is one meter, while in Studio it is one centimeter. So when you look at the displacement settings in Reality, it has a min value and a max value, along with strength. If you set min and max to -1.0 & 1.0, you'd be telling Lux that you want min to be negative one meter, and positive one meter, for a total of two meter range. Obviously, that would make your surface massively explode. Most stuff in Studio uses +/- .1 centimeter as the min/max displacement, and sometimes they change that to be min of 0 (particularly if the map was designed for Poser rather than Studio) and maybe they increase positive to .2 to .5 centimeters for something they want to really stick out. .1 centimeter translates to a setting of .001 in LuxRender. So if a surface is using the Studio default min and max, you'd see -.001 and .001 for the settings in Reality. The strength value then acts as a multiplier on this. 100% strength basically says multiply by 1.0, or "no change". Strength values below 100 will reduce the min and max, while strength values above 100% will increase the min/max you've specified. The Fabricator presets almost always use strength values below 100%, as I recall. And they often set the minimum value to 0 to avoid causing poke-through at render time (because a negative displacement may cause the mesh to be moved backwards into the figure wearing the clothing). Again, here you must remember that Reality 2.x currently has a bug that upon initial conversion of a material that has min displacement set to 0; it will use the default of -.001 instead of 0. So you need to manually reset the minimum displacement to 0 in Reality, after which Reality will remember this. Hopefully knowing what the scale of those min & max numbers in the Reality UI mean will allow you to tweak your settings for the Fabricator tiles you are trying to use.

    The other thing to keep in mind with displacement is that in LuxRender, it works by moving the vertices of the mesh around. If you have a mesh with very few vertices (say you are applying a fabric to a rug, which is actually modeled as just one giant quad in Studio), there won't be enough geometry for LuxRender to push around. Depending on the amount of geometry the "low poly" mesh has, either you just won't see any displacement effect at all, or you'll see it, but it's really ugly because it's very coarse in granularity. The finer the pattern of the displacement (especially if you're tiling it, making it even more fine), the more geometry the mesh needs for LuxRender to push around. This is why Reality always enforces a minimum of one level of subdivision when a displacement map is specified. However, frequently one level is not enough (again, consider the rug made of a single quad: one level of subdivision would make it into four quads, which is still nowhere near enough geometry -- it probably needs six to eight levels to gain enough geometry for LuxRender to adequately apply a displacement map to it). So you need to watch the messages in the LuxRender log when it is loading and refining the scene to see how much geometry your displaced surfaces have, and consider increasing the number of subdivision levels accordingly.

    Increasing the levels of subdivision can have a considerable impact on the amount of RAM required by LuxRender to render a scene, however, since each level results in four times more geometry being added. If you become constrained by RAM, then you can switch LuxRender to use microfacet displacement instead of Loop subdivision with displacement. In this case, LuxRender calculates the displacement "on the fly" at ray intersection time. It requires no additional memory since there is no extra geometry created, but it is orders of magnitude slower to render. Easily 15-20 times slower than using Loop, and it gets worse the more levels of microfacet you apply. Keep in mind that the microfacet subdivision levels is a different scale than Loop is. The 500 level max that Reality's UI allows you to specify is about equivalent to nine levels of Loop subdivision. Microfacet also requires a displacement map to have any effect in LuxRender; if you are using subdivision to make a curved surface smoother to eliminate grazing shadow artifacts rather than for displacement, Loop is your only option. (Or apply subdivision to the object in Studio, which uses the Catmull Clark algo and produces much better results on the humanoid meshes like Genesis and V4 than LuxRender's Loop does.)

    ...I used a nice little (free) program to create Normal Maps, called SSBump Generator... Does anyone know of something similar for Mac OS X (preferably free)?


    Sorry, can't help there. I use ShaderMap 2 Pro, myself, which is also Windows-only. Worst comes to worst, you could install Parallels or VMWare and run it in an virtual machine. There will probably be other Windows-only tools you'll want to use from time to time that would make that worth setting up...
    Post edited by cwichura on
  • BarubaryBarubary Posts: 1,216
    edited December 1969

    For my part, I'm a very hands-on person. When I got Reality my first impressions weren't greatly positive largely because I didn't understand Lux all that well, and partly because the tweaks and settings I was used to weren't there. Reality is good software, but it has a "my way or the highway" approach to materials. It does a fair job of auto converting, but has a relatively narrow field of materials that it works with.

    Aside from the issue that Reality is never updated to take advantage of newer materials and instead relies on purchasing the next version (Which I'll admit left me a little sore considering its expense) it has rather strict rules on what becomes what type of material. It feels like the software is in the driving seat and you're just along for the ride. Again though, I'm very used to having all the settings at my disposal, rather than being at the mercy of what the program decides is a good choice. That said, what it does it does very well indeed. A little buggy in places, but it has served me very well indeed.

    Luxus seems harder to learn, but not without reason. It's basically a front-end for Luxrender in the purest possible form. Rather than dictate how a material should behave, you have full control over every quality and setting. Don't like the fresnel? Change it! Want that medium to be a homogeneous volume? It's a few clicks away! This means that mastery of Luxus is effectively mastery over Luxrender. It gives you all the control you might require, and even has the 'extra settings' so you can manually input materials should Luxrender ever be updated to add new types.

    Luxus isn't without its quirks though. Losing all of your temporary files (and thus any previous renders you've had and their corresponding FLM files) is a major pain in the butt. I think it's lovely that Luxus tries to clean up after itself (after all, I have a folder packed with about a dozen Reality renders), but it would have been nicer if some of them could be marked for the 'long haul' rather than deleted. I've taken to copying all of the renders I want to be ongoing into a separate folder to keep them from vanishing.

    I'll probably never become a Luxrender expert, and I still prefer 3DL for it's simplicity, noiseless images and quickness of rendering. But the more I learn about Lux the better I become and perhaps eventually I'll get photorealistic quality images like the shiny promo's they've been showing off on their forums.

    Actually, I think you've summed up things very well. I guess Reality's user-friendliness goes kinda hand-in-hand with limiting the amount of complexity (and this options), so the user doesn't get overwhelmed. Still I'd prefer it to open up a bit and offer more control over materials, maybe with an optional 'advanced' interface or something. In that regards, I very much sympathize with Luxus. Another point to consider is the interface itself. People seem to be kinda divided there. I am too. I think it is nice to have the Plugin integrated with the DS interface on the one hand. On the other hand, i think DS's surface tab is an ungodly abomination, at least compared to the Reality interface that is pretty much constructed around handling surfaces. Others seem to love the DS surface tab, so I guess it's up to personal taste. In any way I do think Reality could improve it's interface still in a lot of way, particularly by offering more sorting options for materials...

    Going back to the original question though, I doubt we'll see much in the way of 'Tested in LuxRender' statements. Popular or not, I doubt they are as popular as 3Delight or Firefly. People seem to like to stick with what they know. And if you train yourself to read the message 'uses procedural shaders' as 'does not work in LuxRender', I think your good as far as compatibility is concerned, no need for an extra statement :)

  • agent unawaresagent unawares Posts: 3,513
    edited December 1969

    Luxus isn't without its quirks though. Losing all of your temporary files (and thus any previous renders you've had and their corresponding FLM files) is a major pain in the butt. I think it's lovely that Luxus tries to clean up after itself (after all, I have a folder packed with about a dozen Reality renders), but it would have been nicer if some of them could be marked for the 'long haul' rather than deleted. I've taken to copying all of the renders I want to be ongoing into a separate folder to keep them from vanishing.

    Render to: Still Image.
    Check "Image File."
    Name it.
    Select "Folder," select folder.

    Render away. :)

  • BobvanBobvan Posts: 2,652
    edited March 2013

    Agent understands we were just having a discussion. I am not saying Reality is the end all be all but its something I can work with that gives me better results then UE for the most part cwichura is also another great Lux artist here are some of the examples I have been able to pull off http://fav.me/d5msf0e http://fav.me/d518k6b http://fav.me/d5nkkj5 its meeting my needs. Its like HeraldOfFire says I will have to wait for R3 to access more materials but the fact Reality seems to translate 98% of the materials really well just need to adjust them.

    marble I agree Hellboy's render is just sick!

    Post edited by Bobvan on
  • agent unawaresagent unawares Posts: 3,513
    edited December 1969

    Reality does have a leg up on automatic translation. I'm really looking forward to the R3 release [though the fact that Luxus is getting a node-based material editor means I'll likely stick with it for the most part].

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