Luxball5

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Re: Luxball5

Postby J the Ninja » Thu Mar 10, 2011 9:50 am

Lamp thing should be fixed in the current version, although if you have a older version of Blender, it might have broken it for you. Dunno about the text, maybe that too. Try downloading the latest version of the scene (I updated it about 6 hours ago), if that doesn't fix it, try updating Blender+LuxBlend25.
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Re: Luxball5

Postby martijn » Thu Mar 10, 2011 12:10 pm

Thanks, just updated all (new Blender build from Graphicall, Luxrender v0.8RC, and Luxball5), problems solved.
Ah well, fast moving targets....Blender/Lux versions I was using before weren't all that old really (a week or two)...

Sorry, one other noob question, I dl'ed a material file from the repository here-'jadeSSS.lbm'...but how does one import that into blender/luxblend? Is there a special folder where I should put it? Searched for an answer but all I found were instructions for downloading from the online database (now down for redesign?)...

Thanks again!
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Re: Luxball5

Postby J the Ninja » Thu Mar 10, 2011 12:42 pm

Those aren't supported in anything other than 2.49. The new mat db is actually online, you can get to it from the "LuxRender Materials" button in 2.5 (it's over by the "OpenGL Render" buttons.) It's just test mats atm though, uploading isn't functional, I don't think.
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Re: Luxball5

Postby martijn » Thu Mar 10, 2011 2:28 pm

OK, thanks again for the quick answer!

Managed to download and render a material from the database...you're right, not much there yet, just a few colored matte's it seems, but it's a beginning!

Cheers,
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Re: Luxball5

Postby patro » Thu Mar 10, 2011 3:04 pm

@J the Ninja

i have re-uploaded the luxballs obj and fbx, please update link in the first post. with this files
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Re: Luxball5

Postby Seregost » Thu Mar 31, 2011 9:50 am

First of all thanks, but blender 2.49 link is broken
Sorry for my poor english
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Re: Luxball5

Postby rendermagic » Thu Mar 31, 2011 12:36 pm

For LuxBlend25, I think the ruler texture image is missing too...unless I overlooked it.
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Re: Luxball5

Postby b.!! » Sun Apr 03, 2011 4:15 am

@J the Ninja

Well it's been quite some time you uploaded this model but since I've barely begun tweaking Lux I'm asking only now :p
I've tried to redo that glass you've shown in the end of your first post. I tweaked the "world" settings of luxball, but I can't get a clear glass as yours :

as you can see on my image, the color is less vivid, more transparent and it makes very dark areas :o
any advice about that ?

Image


Edit: Forgot to ask about something else, is it normal to get so much difference with the hybrid mode ? Is path surface integrator making so much a difference ?(not only in that scene but with some others too it changes a lot) Even when I activate the light bubbles it just renders this :

Image

Still, it seems to me that a traditional render with Path Surf integrator and light strategy one won't give the same as hybrid path one
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Re: Luxball5

Postby patro » Sun Apr 03, 2011 4:51 am

Hybrid have a lot of ubsupported or buggy feature. if iirc and used volume + hybrid that's why you got a black glass.
about the surrounding greyiness try to disable "include environment" in the exporter. i'm not really sure... but you can check all this stuff easily on the fly.
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Re: Luxball5

Postby b.!! » Sun Apr 03, 2011 5:22 am

Hi Patro,

I didn't realize the hybrid was still that far from the traditional mode :p

Well I tried unchecking the include environment but it didn't change to the hybrid path render.

But the point I was talking about when I said "dark areas" was this :

Image

Well tonemapping isn't exactly the same, my image is a little more red...but that can be handled easily. But for the black parts of the glass, I just can't get rid of them...
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