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cwichura's avatar

That Way

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DS4P -> Reality/LuxRender to 4000S/p

Again on the border of perhaps being too darkly lit... But I can still see a lot of detail on my various monitors.
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© 2013 - 2021 cwichura
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flyashy's avatar
wow is the rain actually rendered?? That'd have taken some enormous time/resources!
cwichura's avatar
The rain is rendered, yes. It's Flinks' Rain #4 set to glass with IOR of water and Lux's MotionBegin/MotionEnd to give it a slight blur.
flyashy's avatar
wow I had no idea that was possible in lux. I suppose it'd have to be added in the lxo file manually?
Would you point me towards someplace where there might be tutorials regarding things like that? I mean I did check out the wiki but that seems a bit too advanced for a noob like me.
Thanks.
cwichura's avatar
Also, forgot to mention you need to add shutter settings to the Camera definition in the .lxs file:

"float shutteropen" [0]
"float shutterclose" [.01]
flyashy's avatar
Would this give it a 'long exposure' of 0.01 seconds?
cwichura's avatar
Don't think of it as exposure. It's just an enabler for the motion engine.
flyashy's avatar
Good advice,that.
:)
cwichura's avatar
It requires editing the .lxo manually, yes. I set the rain to Reality's water pseudo-material with a ripple amount of 0. This has Reality set it up as a glass2 volume with the IOR of water, with measured absorption data for water as well. Reality will always enforce two levels of subdivision when the water pseudo-material is selected, though, which doesn't work with Flinks' Rain (gives vertex errors). And since you're not using any ripple, you don't need the subdivision for displacement, either. So I removed the subdivision and displacement from the .lxo when editing it for motion.

Basically, the rain block in the .lxo looks like this:

AttributeBegin
NamedMaterial "Preview_454"
Interior "Preview_454.waterVolume"
ObjectBegin "Rain"
Shape "plymesh" "bool smooth" ["false"] "string filename" ["reality_scene-Resources/objects/Rain4_Rain4_Preview_454.ply"]
ObjectEnd
MotionBegin [0 0.04167]
Identity
Translate 0 -.1 -.5
MotionEnd
ObjectInstance "Rain"
AttributeEnd

You will need to modify the Translate line to get the blur you want given your camera position and how much you have scaled the rain by, and also if you've got the rain at an angle. If you use more than one instance of the rain, keep only the Shape lines for the extra instances and group them together inside the ObjectBegin/ObjectEnd stanzas.
flyashy's avatar
Wow!
Thank you so much for such a detailed reply.
This should definitely help.
Since I don't have that particular 'rain' object, I might have to try it with something else.
Suppose my object is "xyz", then if I replace "rain" with "xyz" I should be ok? right?
I'm going to try it :)
Also, are there any guides to the syntax that you're aware of that I could learn from?
cwichura's avatar
The only guides I am aware of are the Lux Wiki and the LuxRender source code. Sorry.
flyashy's avatar
no problems. I've been searching up&down the internet, & what you gave seems to be the best tutorial around :)
I did manage to get some motionblur going (with very simple objects) and I guess with some experimentation It'll get better.
You think if I export the whole daz file to blender and then render in luxrender there'll be more options (like rotation etc. or is that also possible by editing the lxo? I tried to add the line "Rotation .1 .1 .1" but got a syntax error.)?
cwichura's avatar
Exporting and then importing into Blender will have its own issues with having to redo all the material by hand, for one. I've never tried; don't even have Blender installed. Just seems like it would be too much work. But Blender is the platform that the Lux folks directly provide support for and keep their LuxBlend exporter up-to-date with new Lux features.

The reason you got an error on "Rotation .1 .1 .1" is that syntax is not correct. The Rotate statement is documented in the scene file format page, as I recall. You specify the degrees of rotation and then three 0/1 to specify which axis the rotation should be applied to. E.g., "Rotate 180 1 0 0" would rotate just the X axis 180 degrees.
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Dibujantte's avatar
Spectacular scene!
Dibujantte's avatar
You're very welcome! Cheers!
JoshJenkins6's avatar
its too dark, unless its suppose to be scary.
Amethyst25's avatar
Very impressive!
katlienc's avatar
I love the darkness of this image. It is obviously a rainy night sometime in the future :)
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