MaxToLux - 3ds Max Integration for LuxCoreRender

Discussion related to the LuxCore functionality, implementations and API.
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TAO
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO » Sun Dec 20, 2020 7:20 pm

A new set of maps are on the way and will be finished soon.
Screenshot 2020-12-20 202000.jpg
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by Sharlybg » Sun Dec 20, 2020 9:15 pm

Great Job Man ! ;)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO » Tue Dec 22, 2020 12:40 am

Sharlybg wrote:
Sun Dec 20, 2020 9:15 pm
Great Job Man ! ;)
Thanks, dude.
Math Maps are almost finished only part that remains is Round, Mouldo, and Multiply that I can not find anything about in wiki.
Screenshot 2020-12-22 013948.jpg
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by B.Y.O.B. » Tue Dec 22, 2020 12:52 pm

The "scale" texture performs multiplication in LuxCore.

Modulo has the inputs "texture" and "modulo".
Round has the inputs "texture" and "increment".
Maybe the Blender addon export code helps, although it is a bit distant from a direct property representation: https://github.com/LuxCoreRender/BlendL ... th.py#L127

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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO » Tue Dec 22, 2020 4:50 pm

Thank you.
Also, what is the minimum and maximum amount for increment in Round and modulo in Modulo, and what is the properties type. (int, float, double ....)
Do we have any multiply for blending color or images like the photoshop multiply layer option?
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by B.Y.O.B. » Tue Dec 22, 2020 5:37 pm

TAO wrote:
Tue Dec 22, 2020 4:50 pm
Also, what is the minimum and maximum amount for increment in Round and modulo in Modulo, and what is the properties type. (int, float, double ....)
There's not really a minimum or maximum for these. The property type is technically "texture" (float or spectrum texture), but for user input you can use float.
TAO wrote:
Tue Dec 22, 2020 4:50 pm
Do we have any multiply for blending color or images like the photoshop multiply layer option?
Yes, the scale texture.
Check the implementation: https://github.com/LuxCoreRender/LuxCor ... le.cpp#L30

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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO » Tue Dec 22, 2020 6:08 pm

Thank to B.Y.O.B, the full set of math maps are ready now.
Screenshot 2020-12-22 190555.jpg
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO » Wed Dec 23, 2020 1:41 pm

Do we have any toon shader or such as what we can see in Arnold and Vray for isometric renders?
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by Dade » Wed Dec 23, 2020 2:01 pm

TAO wrote:
Wed Dec 23, 2020 1:41 pm
Do we have any toon shader or such as what we can see in Arnold and Vray for isometric renders?
Nope, not an outliner but we have flat shader under the form of ALBEDO AOV, it is used by BlendLuxCore for some pre-view task.
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO » Wed Dec 23, 2020 3:05 pm

I think that's not a bad idea to have an "outlines" shader or event a few toon shaders too. After I'm finishing that part I will try to implement one if it's okay.
Many architectures need "outline" shaders and they asked me for them.
Also, toon materials are great for animation.
Omid Ghotbi (TAO)
Latest build Download link👇👇
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