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Posts: 54
Luxus Documentation (Beta)
Started by rk a while ago

- Carrara to LuxRender via Luxus - 

    
(for Carrara 8.1 / 8.5, Win / Mac, both 32 / 64 bit)

This shall be a open documentation for Luxus (Developer Spheric Labs) with help, tips, tricks etc. Sorry, english ist not my native language. Help is desired.

====================================
--- Table of Contents ---
 

    - Luxus for Carrara - 
         I. Release Notes

        II. Installation and Settings
       III. Assemble Room
             - Lux Lights 
       IV. Texture Room
             - Lux Surface 
             - Lux Materials
             - Lux Volumes 
             - Lux Textures           
        V. Render Room
       VI. Tips and Tricks

    - LuxRender -   
====================================


- Luxus for Carrara - 


I. Release Notes

First Release (April, 11, 2013)

SphericLabs: I have made the following simplifications to get this to you quicker.

1) Win64 only for now. (Please don't kill me over this)
2) LuxRender must be installed like so:
     - CarraraFolder
     -- Carrara.exe
     -- LuxRender
     — LuxRender.exe
3) Autotranslation is very primitive. I doubt it will work at all.
4) 2 new shaders. Lux Surface should be the top most shader, Lux Matte must be in the first slot of Lux Surface.
5) Only the diffuse channel of Lux Matte will work. You can set a color or a texture there.
6) The Rendering Options only let you specify general stuff, not options on those things.


 
2nd Release (April, 13, 2013) 

Spheric Labs: Another Proof of concept build for Win64. This build will cease to work at the end of the month. Features (bold means new since last build).

-> Lux Surface
-> Lux Lights: Sun Sky2, Infinite (HDRI)
-> Lux Materials: Matte, Metal2 (partial), Glass2, Area Light
-> Lux Volumes: Clear, Homogenous

The camera is still not right, but is a little closer. On the Infinite light, use forward slashes for setting the path to the map. HDR and EXR both work.


 

3nd Release (April, 16, 2013)

SphericLabs: This implements all the non deprecated materials from the 1.0 spec of LuxRender plus cloth (which is more recent).

CarPaint, Cloth, Glass, Glass2, Glossy, GlossyCoating, GlossyTranslucent, Layered, Matte, MatteTranslucent, Metal2, Mirror, Mix, Null, RoughGlass, Scatter, Velvet

There are a few options that don't show on some of the materials, for example light cloth's thread count or metal2's fresnel file. Also, some paramters are setup to use Carrara percentage, but really need a much larger value. You can use Carrar's multiply, but a better solution will be addressed later. This build times out end of the month.



4th Release (April, 17, 2013)

SphericLabs: Someone noticed that their file saved with an older version did not load in the latest version. This was due to the rapid changes. So here is a build that chould be 99% file/load stable going forward.

-> I
t adds Lights: Lux Sky2, Lux Sun
->
It adds some LuxRender textures, but I am in the middle of adding those.



5th Release (April, 18, 2013)

Little bug fixed: "Where is the Map field for Infinit Lights?" New build.


  
6th Release (April, 19, 2013)

Spheric Labs:

Changes:
-> All options for materials should now be visible.
-> All the texures of the 1.0 spec implemented (exception band and multimix).
-> Added Mac Build. Install/Copy LuxRender such that there is a folder right next to your Extenstions folder called LuxRender that contains the LuxRender application.

Todo:
-> Bump, Normal, and Displacement maps.
-> A decent autotranslation.
-> Some error checking before handoff to LuxRender. For example, you can plug a float texture into a color slot.
-> Carrara Instances as LuxRender instances.
-> Various UI and workflow improvements including choosing where LuxRender is.


  
7th Release (April, 20, 2013)

Spheric Labs: Fix Multiple Shading Domains and Gamma the colors properly.



8th Release (April, 21, 2013)

Spheric Labs: New Windows build

Changes:
-> Added Projection Light.
-> Bump maps on all the materials that support one. 
-> UI elements for the lights. 
-> IES parameter on the AreaLight.
-> Gain on AreaLight.
-> Users can now choose where LuxRender is.
-> Fabric (Weave) option on Cloth.


  
9th Release (April, 23, 2013)

Spheric Labs: Another WIn64 Build. I will update Mac end of week.

Changes:
-> Normal Maps work. Plug a Carrara Normal map into the bumpmap channel (This is the way LuxRender does it). Want a bump and a normal map?, use a Lux Add texture or a Lux Mix texture to combine them.

-> Lux Blackbody now has a temperature for settings the color.

-> Lux Constant Color and Lux Constant Float. This solves the problem of "Some parameters values are too limited". You can use a Constant Color or Float for any spot where you need a much larger value/color or smaller value/color. Volumes are the most common case.


 
10th Release (April, 23, 2013)

Spheric Labs: And another Win64 build.

Changes:
-> Carrara instances as LuxRender instances.


 
11th Release (April, 24, 2013)

Spheric Labs: Another Win64 Build

Changes:
-> Displacement Maps.

Carrara's displacement setup is very simliar to LuxRender's so we are going to read displacement from Carrara's displacment channel.


 
12th Release (April, 25, 2013)

Spheric Labs: Win64Build

Changes:
-> Autotranslation of Alpha and Transparency.

Update: Mac 64 Build online now.



13th Release (April, 26, 2013)

Spheric Labs:

Win64 Build - Changes:
-> Glossy, GlossyTranslucent, Matte, MatteTranslucent will now show the texture/color assigned to them in the preview shader pane.
-> Fixed Crash when using internally saved textures.


Mac64 Build - Changes:
I have changed when it asks for the LuxRender folder to when Luxus is first chosen as the Renderer. Mac 10.8 did not like the old way(crashed Carrara).

Those using Mac's should run the LuxRender app at least once via Finder before attempting to render. You will almost for sure need to right click -> open to "enable" it through security. OSX will warn you about running application downloaded from the internet, say ok and you should be good.


 
14th Release (April, 26, 2013)

Spheric Labs: Win64 Build

Changes:
-> Fixed crash on any object or shading domain that was not assigned a shader.



15th Release (April, 30, 2013)

Spheric Labs: Win64 Build
and Mac64 Build.

Changes:
-> Improve Autotranslation. V4 and M4 look halfway decent now.
-> The cone angle and angular falloff now work on spot light.  
-> Build times out end of May. 



16th Release (May, 15, 2013)

Spheric Labs: New Win64 build and some Sample Shaders.

Changes:
-> Fixed a non exporting bug when exporting the indoor preset scene.
-> Auto convert is changed and support shininess and reflection maps. Please provide feedback on if it's too much orite not enough.
-> Preview of Glass2 is now a semitransparent white. Preview of metal2 with color is the shade of the color.
-> Render Settings now includes the most common settings. Less common settings can be set through the extra settings field.
-> UI tweaks per user feedback.



17th Release (May, 17, 2013)

Spheric Labs: New Win64 build.

This enables those the want to render animations. Rendering a movie will cause a series of files to be written using the format of name_001.xls, name_002.xls, etc. Luxus  wil not autolaunch LuxRender in this case. You can then manually launch LuxRender and open the file sequence yourself and start your rendering epic.



18th Release (May, 18, 2013)
 
The first Win32 Build.



19th Release (May, 20, 2013)

New Builds for Win32 and Win 64.

Changes:
-> Handle Internally saved textures. 



 
Final Release 1.0.0.0 (May, 26, 2013)

Feature list:
 
- 19 LuxRender Textures as Shader Nodes
- 17 LuxRender Materials as Shader Nodes
- 01 Top Level Lux Surface Shader Node
- Support for Carrara’s Spot, Bulb, and Distant lights
- 05 LuxRender Specifc Lights:
         -
Infinite (HDRI/IBL)
         -
Projection
         -
Sun
         -
Sky 2
         -
Sun Sky 2  


 

First Update 1.0.0.1 (October, 17, 2013)
 
Spheric Labs: List of changes:

- Production Frame and render match up perfectly.
- DOF parameters.
- Internal Saved Textures supported.
- Squelched some warnings related to textures.
- AreaLight bug that applied the light to multple shading domains when it should not have. 
- Fixed Cloth.
- Rendering will not hang the Mac while LuxRender does its thing.


  


Posts: 54
rk replied a while ago...

II. Installation and Settings

Luxus:

1. Luxus for Carrara 8.1+ (DAZ Store):
      - Win and Mac(both 32 bit / 64 bit): http://www.daz3d.com/luxus-for-carrara

      Lux Shader Pack for Carrara 8.1+:
      - Lux Sample Shaders:
http://sphericlabs.com/carrara/LuxSampleShaders.zip

      - Lux Base Shaders for M4 / V4 (by 3dage): http://carraracafe.com/forum-3/?cid=25&show=217
   
      DAZ 3D Documentation Center:
      - Official manual: http://docs.daz3d.com/doku.php/public/read_me/index/16380/start

   
2. Installation:
     
Luxus for Carrara 8.1+:
      - Unzip the three files in the "...DAZ 3D > Carrara 8 > Extension" folder, within your Carrara main folder, see picture please.

      Lux Shader Pack for Carrara 8.1+: 
      - Unzip the files in the "...DAZ 3D > Carrara 8 > Presets > Shaders" folder. You find a new folder named Lux Sample Shaders.

LuxRender:

1. Download LuxRender Standalone:
    - Win and Mac: 
http://www.luxrender.net/en_GB/standalone


2. Installation:
    Install the LuxRender application in the directory your choice, not in the Carrara main folder. 
    For instance in Windows, Crogram FilesLuxRender.

3. Setting the path to LuxRender folder (Win and Mac):
    -
Luxus must be the active renderer (Render Room > Renderer > LuxRender via Luxus).
    - S
witch to the Assemble Room and choose then Menu > Edit > Setup LuxRender Path.
    - A new windows appears. Now you specify the path to the LuxRender folder, not the executable file. 

     Note for Mac (Spheric writes):
     - I have changed when it asks for the LuxRender folder to when Luxus is first chosen as the Renderer. 
       Mac 10.8 did not like the old way (crashed Carrara).

     - Those using Mac's should run the LuxRender app at least once via Finder before attempting to render. 
       You will almost for sure need to right click -> open to "enable" it through security. 
       OSX will warn you about running application downloaded from the internet, say ok and you should be good.
   


Posts: 54
rk replied a while ago...

III. Assemble Room

The Lux lights in the Assemble Room.

Inputs: 
- Lux Infinite
- Lux Projection
- Lux Sky2
- Lux Sun
- Lux SunSky2          
  
--- Lux Infinite ---
==============

- Gain
- Number of Samples
- Light Color
- Map: Path to the *.hdr or *.exr file.


--- Lux Projection ---
================ 
  

- Gain

- Field of View
- Light Color
- Map: Path to the *.hdr or *.exr file.


--- Lux Sky2 ---
============ 
  

- Gain
- Turbidity
- Number of Samples


--- Lux Sun and Lux SunSky2 ---
========================== 
 


- Gain
- Turbidity
- Relative Size
- Number of Samples


  
Informations about the lighting, see also Lux Wiki
-> http://www.luxrender.net/wiki/LuxRender_Lighting


 And here the LuxRender filespec, it has some text descriptions of the parameters
-> 
http://www.luxrender.net/wiki/Scene_file_format_1.0#Specific_Light_Parameters


Posts: 54
rk replied a while ago...

IV. Texture Room

See also -> http://www.daz3d.com/forums/viewthread/20383/P75/#306480
and -> http://www.daz3d.com/forums/viewthread/20383/P75/#306830

Spheric Labs writes:
 
--- Lux Surface ---
This is the top most surface. Its purpose is to provide a place for the various inputs that can affect a LuxRender mesh.

Inputs:
- Extra Settings
- Material

- Interior
- Exterior
- Area Light

--- Extra Settings ---
================ 
 



--- Material ---
=========== 
 
Is by far the most commonly used input. Stick a Lux Material into this input.  If the material is entirely opaque, then Interior and Exterior wont really matter. 
For an idea of what each of the different type of materials are capable of see
-> http://www.luxrender.net/wiki/LuxRender_Materials

--- Interior ---
==========

Defines what happens to the light as it travels inside the mesh. This can happen if the material is something that is transparent or translucent to some degree. The most common use here is glass.  Although you can specify glass in the material, the better approach is to use glass2(newer) and then specify the volume on the interior. 
At this time there are only two recommend types for volumes
-> http://www.luxrender.net/wiki/LuxRender_Volumes

For clear glass, set your Material above to Lux Glass2, and set your Interior to Lux Clear, and then set your index of refraction of your Interior to common glass. Luxus supports Carrara’s way of settings index of refraction, so this should help. This will cause the light as it passes through the glass to be affected as real glass would.

--- Exterior ---
===========

Is used when you have a “volume inside a volume” or a “volume partially inside a volume”. I have yet to use it, but its there.

--- Area Light ---
=============

Is a slot for the Lux AreaLight material. It causes your surface to emit light. Any mesh is capable of become a light. Power is in watts, but the gain of the light can be adjusted during render in LuxRender GUI.


Posts: 54
rk replied a while ago...

--- Lux Materials ---

See also -> http://www.luxrender.net/wiki/LuxRender_Materials 


Posts: 54
rk replied a while ago...

--- Lux Cloth ---
============

The best explanation is here -> http://www.luxrender.net/forum/viewtopic.php?f=10&t=9149

Inputs:
- Fabric 
- Thread Count U and V 
- Warp Diffuse

- Warp Specular
- Weft Diffuse
- Weft Specular
- Bump Map 

Cloth simulates threads woven according to the pattern(not visible in the UI. so you are stuck with denim). Warp threads go one way, Weft go the other. Normally you only need to set colors on the Diffuse Channels and a little specular on the others.


Posts: 54
rk replied a while ago...

--- Glass ---
=========

We are skipping this one. It actually works great, but Glass2 is better.
Read more about glass here -> http://www.luxrender.net/wiki/LuxRender_Materials_Glass

Inputs:
- Architectural 
- Index of Refraction
- Reflection Color
- Transmission Color
- Cauchy B
- Film
- Film Index
- Bump Map            
  


--- Glass2 ---
==========

On the surface its simple. 2 inputs that are simple check boxes:

Inputs:

- Architectural
- Dispersion
- Bump Map 

BUT, this is just a wrapper to the volumes. Or in other words, all light hits the surface, some reflect and some refract. The look of the glass is largely determined by the Interior volume set on the Lux Surface.

Enable Architectural if you want the light that goes through the glass2 to act as if you have an IOR of 1.0. The reflection stuff will be as normal and will reflect according to the volume IOR.

Dispersion is chromatic dispersion? Something about how a prism makes rainbow colors. Normally his is off.

Always setup an Interior Volume when using glass2. Those volumes probably need alot of explaination, but start by use the Lux Clear and set your Fresnel IOR. If you want it colored, try a Lux ColorDepth texture plugged int the Absorption Color. The idea here is that light will be that color by that depth of penetration into the volume. To my technical mind this seems weird to me.

Or setup a carrara multiply in the Absorption slot of your Lux Clear that has a Color(not texture) as Source 1 and a 10000% value as Source 2. This represents a density of particles that absorb light. Set your color to pure green and amp up the your source 2 and your volume will take out green light. The idea being the denser the particles, the more that light(in this case green) is removed. You will be left with purple light eventually.

Read more here -> http://www.luxrender.net/wiki/LuxRender_Materials_Glass2


--- Rough Glass ---
=============== 
Inputs:
- Dspersion
- Reflection
- Transmission
- Index of Refraction
- Roughness U and V
- Depth
- Bump Map

Read more -> http://www.luxrender.net/wiki/LuxRender_Materials_RoughGlass 


Posts: 54
rk replied a while ago...

--- Glossy ---
==========
 
Spheric Labs: I short novel could be written about this material. 

Inputs:
- MultiBounce (supposedly for a velvet effect) 
- Separable (never used it)

- Diffuse
- Specular
- Index of Refraction (this overrides Specular if not 0)
- Roughness U and V
- Absorption
- Depth
- Sigma 
- Bump Map  

As a way to get going:
1) Set the diffuse as you normally would. 
2) Specular, you probably just want dark gray. Like 32, 32, 32.
3) Roughness U and Roughness V is how rough the surface is and affects glossiness and reflection. Luxus will pay attention to a texture map that has inverted color checked. So you could use a a shininess map and invert it on this one.
4) Absorption and depth? I’ve Never used it on Glossy.
5) Sigma, never used this either.

Best information is here -> http://www.luxrender.net/wiki/LuxRender_Materials_Glossy


--- Glossy Coating ---
=================
Inputs:
- Multibounce
- Base Material
- Specular
- Index of Refraction
- Roughness U and V
- Absorption
- Depth
- Bump Map   

See also -> http://www.luxrender.net/wiki/LuxRender_Materials_Glossycoating


--- Glossy Translucent ---
====================
Inputs:
- Multibounce
- Diffuse
- Transmission
- Specular
- Index of Refraction
- Roughness U and V
- Absorption
- Depth
- Bump Map          
    

See also -> http://www.luxrender.net/wiki/LuxRender_Materials_GlossyTranslucent  
   


Posts: 54
rk replied a while ago...

--- Layered ---
===========

Inputs:

- Material 1, 2, 3 and 4
- Opacity 1, 2, 3 and 4
- Bump Map    

Read more -> http://www.luxrender.net/wiki/LuxRender_Materials_Layered    


Posts: 54
rk replied a while ago...

--- Matte ---
=========
Inputs:
- Diffuse
- Sigma
- Bump Map   

See also -> http://www.luxrender.net/wiki/LuxRender_Materials_Matte 


--- Matte Translucent ---
====================
Inputs:
- Reflection
- Transmission
- Sigma
- Bump Map     

See also -> http://www.luxrender.net/wiki/LuxRender_Materials_MatteTranslucent


Posts: 54
rk replied a while ago...

--- Metal2 ---
========== 
Inputs:
- Fresnel 
- Roughness U and V
- Bump Map     

Read more -> http://www.luxrender.net/wiki/LuxRender_Materials_Metal2 


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