When we can expect the new build?
is ther a way to render particles through maxtolux/luxcore?
MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
very nice model and render, except the fiber color that you already mention.patro wrote: ↑Sun Mar 14, 2021 4:47 pmOh great, then I'm not going to report this problem as shown in the render, all seams are istances of the one and same one.
As you can see the seams have 2 colors, the correct one is the one which show same color as the strap, the other one on the right side of the strap, beside being instances are also mirrored instances, When so they render like matte but with color. straps and seams has 2 different glossy 2 materials.
I'm sure your next build is going to fix this.
seams.jpg
@Dade La tua mamma può essere fiera di te I rendered this image for just 119 passes without to apply denoiser in the end, I can assure you, the render has better quality and speed then the same image rendered by v.ray I know you aren't interested in pride, but hey LuxCore is done mostly by you and few others, not by a brigade of devs.
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Thank you and it got already better, i redesigned the seams, and I've create a texture for it, which renders even better as before
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Just crazy, i remember to had disabled gamma lut, but now i see it is on. I'm going to try all these texture and see how it renders.TAO wrote: ↑Tue Mar 16, 2021 3:19 pm Disable the gamma in 3dsmax, as i can see it is activated. currently, 3dsmax gamma and LuxCore gamma all work at the same time. i did not still did not find a way to disable it with code. just try to disable it manually. Also, change 3dsmax units to centimeters or meters will be the best to work with LuxCore.
For the other part look at the next post, you need to add a specular map in order to reduce the reflection and handle the material, that's how glassy materials works in LuxCore.
Screenshot 2021-03-16 161316.jpg
Screenshot 2021-03-16 161255.jpg
Units and system units are set to centimeter.
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
This is my try, as you suggested. texture in roughness and specular map slots.
Of course better than before, but still to me the bitmap keeps looking too light.
I wonder how to do marble, like the one i have at home, where the darker veins are very visible from most every angle.
Of course better than before, but still to me the bitmap keeps looking too light.
I wonder how to do marble, like the one i have at home, where the darker veins are very visible from most every angle.
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
there is many ways to fix it.patro wrote: ↑Tue Mar 16, 2021 11:31 pm This is my try, as you suggested. texture in roughness and specular map slots.
Of course better than before, but still to me the bitmap keeps looking too light.
I wonder how to do marble, like the one i have at home, where the darker veins are very visible from most every angle.
2021-03-16_231916.jpg
1- Increase IOR to a high number 3/4/5
2- Increase u/v roughness
3- increase absorption
if you check my last post you will see i suggest you check IOR and other parameters too.
After all, it is a glossy image and shiny surfaces should be brighter than the matte objects.
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Unfortunately this week i have a very force job to do and it is not possible for me to update the code or release another build.
I may be able to do it next week.
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
I thank you very much for your effort in explaing how to set up the material. After several try the only thing which worked is to tonemapa the texture.TAO wrote: ↑Wed Mar 17, 2021 9:22 amthere is many ways to fix it.patro wrote: ↑Tue Mar 16, 2021 11:31 pm This is my try, as you suggested. texture in roughness and specular map slots.
Of course better than before, but still to me the bitmap keeps looking too light.
I wonder how to do marble, like the one i have at home, where the darker veins are very visible from most every angle.
2021-03-16_231916.jpg
1- Increase IOR to a high number 3/4/5
2- Increase u/v roughness
3- increase absorption
if you check my last post you will see i suggest you check IOR and other parameters too.
After all, it is a glossy image and shiny surfaces should be brighter than the matte objects.
Here a short test with tonemapped texture, just 9 pass only to show for correctness that finally the texture is visble.
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
which tonemap you used, can you share a screenshot?
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
with Gamma Lut disabled. and only mesh lights in the scene