Ok, on max 2021 the scene converter files are in the max root not in enu. And as I see the scene converter doesn't show the script extension nor the root where they are saved, when you save new presets or whatever. There are little differences in max 2021.
Now that I've found them. I'll try to copy the existing scripts and edit them manually. will try to make them work. no promises, I'm a noob.
MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Fix the issue with the metal preset not affect correctly.
Omid Ghotbi (TAO)
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Fix the carpaint material preset not working as it suppose to.
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
I tried symmetry with the new build and there is no issue but I'm not sure if that will fix the mirror problem completely.
For test reasons, I need a simple scene to work on. Mirror test with glassy 2
For test reasons, I need a simple scene to work on. Mirror test with glassy 2
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
you mean the problem that I showed you about the mirrored seams on the strap?
if you refer to that, I can try to recreate a simple scene.
Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
That would be great because i fixed the issue but i need to be sure with other scenes it works too.
Omid Ghotbi (TAO)
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Add support for Body Objects, no need for UV map / Normal correction for dynamic material like glass anymore.
For example, in this scene, the glass has 2 different sides in each other with different normal directions that will cause the problem. the best way will be to remove the inside part and add a shell modifier to the remaining part or just remove it as it will not affect render anyway.
the front objects are one object that i moved and the rear objects have 2 layers of objects inside each other, if you look you can feel the difference.
Of course, you still need to be careful about duplicate objects, there are many duplicated objects on the scene when you try to export Body Object from a few software.For example, in this scene, the glass has 2 different sides in each other with different normal directions that will cause the problem. the best way will be to remove the inside part and add a shell modifier to the remaining part or just remove it as it will not affect render anyway.
the front objects are one object that i moved and the rear objects have 2 layers of objects inside each other, if you look you can feel the difference.
Omid Ghotbi (TAO)
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Fix the problem with link and unlink objects, now this type of object will render correctly on the exact position they are created or linked.
No more misplaced objects.
No more misplaced objects.
Omid Ghotbi (TAO)
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
both are great news, the one about linking objects and body objects support.TAO wrote: ↑Fri Mar 26, 2021 12:45 pm Add support for Body Objects, no need for UV map / Normal correction for dynamic material like glass anymore.
Screenshot 2021-03-26 133452.jpg
Of course, you still need to be careful about duplicate objects, there are many duplicated objects on the scene when you try to export Body Object from a few software.
For example, in this scene, the glass has 2 different sides in each other with different normal directions that will cause the problem. the best way will be to remove the inside part and add a shell modifier to the remaining part or just remove it as it will not affect render anyway.
the front objects are one object that i moved and the rear objects have 2 layers of objects inside each other, if you look you can feel the difference.
Might this double face issue I have with this type of geometries be solve from alone one sub-Id will be supported? since there will be no need anymore to split geometries for different texturing need.
BTW, does the UVM map modifier support map channel and does the map channel setting in the bitmap map work? I'm just asking, I did myself not try.
I'm preparing the scene with mirrored objects.