MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

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

Post by TAO »

Actually, I manage that a bit different, First create an RGBA pixel buffer in memory and apply all filters i need to it then load that buffer inside 3dsmax framebuffer, with any change i just apply changes to RGBA image buffer then reload memory buffer in 3dsmax framebuffer again.
It's the most effective way that i use most the time and works like a charm.
Last edited by TAO on Fri Apr 05, 2019 6:06 am, edited 1 time in total.
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

Post by TAO »

I just add Lux Camera into 3dsmax cameras and i have a quick question here, Can anyone explain to me what's the difference between Shutter speed and Shutter open + Shutter close?
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

Post by TAO »

Here is a screenshot of the new cameras and parameter that will support in 3dsmax.

Annotation 2019-04-04 191111.jpg
Lux Camera 3dsmax
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

Post by Sharlybg »

TAO wrote: Thu Apr 04, 2019 2:52 pm I just add Lux Camera into 3dsmax cameras and i have a quick question here, Can anyone explain to me what's the difference between Shutter speed and Shutter open + Shutter close?
Dade and BYOB are better for that. i'm always walking with simple camera + linear tonemapper .
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

Post by B.Y.O.B. »

scene.camera.shutteropen and scene.camera.shutterclose are properties used for motion blur.
For object motion blur, you define some motion blur transformations: https://wiki.luxcorerender.org/LuxCore_ ... otion_Blur
The "time" properties of these transformation steps correspond to the shutteropen/close settings.

I would leave this topic for later, motion blur is quite tricky to implement.

By the way, shutteropen/close does not change the brightness of the image, it is only for motion blur.
The luxlinear tonemapper has an "exposure" setting that controls the brightness, but it's basically just a multiplier: https://wiki.luxcorerender.org/LuxCore_ ... _LUXLINEAR
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

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So basically we do not support shutter speed in luxcore as it intends to work with light and it has no effect on light/exposure/brightness, however its just effects on motion blur.
Am i right here?
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

Post by B.Y.O.B. »

You can decide in your plugin if you want to couple the two or not.
In LuxCore they are separate for lighting and for motion blur.
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

Post by TAO »

Camera modifier is fixed and ready to use.
Annotation 2019-04-06 230521.jpg
camera modifier


The new camera interface is finished and loads correctly in 3dsmax (Still need more work to work with renderer)
Annotation 2019-04-06 230547.jpg
Camera object
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

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Very nicr to have thoses updates. Like loooking at a beautifull interior plant growing up.
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

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The good news is LuxCamera is almost done, the most important part of LuxCamera works with LuxCoreRenderer and exactly as is spouse to work inside 3dsmax viewport. I decide to have a minor update soon to change the shape of the camera inside viewport so it will be unique for LuxCore but it's not that important for now.
Annotation 2019-04-12 185442.jpg

The bad news is i found a serious issue with the old plugin that causes none of the lights and meshes work probably as expected except for the new materials and lights that i create early, I checked the last forum archive and i found these issues have been there since the beginning, so I'm going to fix light and mesh part then i'll be focussing on other parts like adding LuxCore light objects and more.
Annotation 2019-04-12 1972120.jpg
it doesn't matter how much i try with last code, lights and meshes not going to work correctly except on special circumstances. Especially on the direct light area and segments on the edge of shadows.
I'll do more investigating on these issues and let everyone know the result.
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