


Vegas is apparently a little slower than the other two. Pixel sampler: Vegas or Hilbert seem to be popular choices, as is linear. Doing otherwise will get your number rounded to the nearest power of 2. I’m not sure about a good general place to set this, but I came across this “…leaving it very low just turns them into a random sampler)” and “ I wouldn’t leave it much lower than 8 or 16, you’d incur an unnecessary overhead switching between pixels if you have it too low.” In any case you should, if you so choose to do so at all, increase the pixel samples by powers of 2 eg. Pixel sample: default 4 but I tend to turn it up. Sampler: Metropolis (good “intelligent” sampler for complex lighting situations) Renderer: Sample (see below for thoughts on GPU rendering) Launching with Lux’s GUI will give you access to some very powerful controls and functions, such as being able to adjust light levels, camera settings (including a variety of real-world film simulations), various colour/tone adjustments, lens effects such as bloom, and the hugely useful refine brush, which lets you show Lux where to focus those samples (ie. Use LuxRender GUI (On) – trust me there is no reason to launch Lux inside DAZ Studio. Experimenting with many of the settings at random will not produce immediately noticeable results, but may slow down render times and lead to poor “final” results. I’ll mention just the settings I’ve become relatively familiar with and tend to play with. Just in case the default settings I have in mind aren’t so default here is what I use, and a good general setup. See the Cameras section of the Lux Wiki for more interesting stuff. I’ve found the most effective way to set up DOF is to set initially set f-stop to zero in the DS camera setting parameters tab, set the focal distance as desired and then manually input your f-stop value into the numerical field.

In some cases I have gone as low as setting f-stop to. In my experience f-Stop settings in Lux need to be set to unrealistically minuscule levels. Depth of field can be set in DS using the standard camera controls. Note that f-Stop settings in the Lux and its GUI are not linked to depth of field. This option uses controls modelled and named after those that are used by real-world cameras and will be especially familiar to those that are familiar with SLRs. For best control over your image’s exposure/render I suggest scrolling down to “tone mapping kernel and selecting linear”. Go to “Render Engine” dropdown menu and select LuxRender via LuxusĦ. Name your scene and select the folder you want to save the image toĥ. Go to the “Render To” option and select the Image radio buttonĤ. Navigate to the render settings as you usually would to render with 3Delight (standard DS render)ģ. Overwriting your last scene can lead to serious 🙁ġ. Basic stepsĭon’t forget to save new scenes as new files. I’m a big boy – I can take out the trash.

Personally I don’t see why the plugin was configured this way to begin with. flm), and end up losing them to a restart or crash I strongly suggest moving your render location. So to avoid a situation where you’ve spent hours or days rendering an image but forget to remove the final and any other files you want to keep (such as the. One thing that will likely catch new users unaware is that Luxus saves the exported Lux files to a temporary folder which wipes on either restarting system or on exiting Studio – don’t recall which it is now. They may not be the fastest settings, but they will deliver good results. In general the default render settings are very good (a lot better than at launch – thanks be to Spheric). Like with just about everything to do with Lux, configuring the render parameters can be a very technical business, but with Luxus the current version of the process can be as easy as pressing render. Part 1 of the Luxus/LuxRender guide covered getting around the hidden Luxus interface, converting and setting up materals, and lights.ĭon’t forget about the newly released Luxus for Carrara Luxus render settings and exporting your scene to LuxRender
