MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

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

Post by TAO »

Ericka wrote: Sat Apr 10, 2021 6:06 pm I see a few issues that i reported in Github.
First, Power, Divide, subtract, less and greaterthan maps slots are gray and can not be assigned to any kind of maps.
https://github.com/LuxCoreRender/MaxToLux/issues/64
Second, Changing maps on map/material slots not showing instantly and need refreshing the parameters.
https://github.com/LuxCoreRender/MaxToLux/issues/65
Thank you I'll check it tonight.
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

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I double checked the UV settings and that's the result:
Screenshot 2021-04-12 213417.jpg
@Patro, Is that what you report for fliped images with correct UV?
If this is the correct result you expect let me know.
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

Post by patro »

TAO wrote: Mon Apr 12, 2021 7:40 pm I double checked the UV settings and that's the result:
Screenshot 2021-04-12 213417.jpg
@Patro, Is that what you report for fliped images with correct UV?
If this is the correct result you expect let me know.
TAO, do you refer to this
When using a bitmap map to texture a material, the used bitmap is rendered mirrored if the geometry has no UVW Map modifier applied.
from the image you posted, it looks like the bitmap on the luxball is rendered correctly, Looking on your photo and on the rendered luxball, your wife is on your left.
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

Post by TAO »

patro wrote: Mon Apr 12, 2021 8:59 pm
TAO wrote: Mon Apr 12, 2021 7:40 pm I double checked the UV settings and that's the result:
Screenshot 2021-04-12 213417.jpg
@Patro, Is that what you report for fliped images with correct UV?
If this is the correct result you expect let me know.
TAO, do you refer to this
When using a bitmap map to texture a material, the used bitmap is rendered mirrored if the geometry has no UVW Map modifier applied.
from the image you posted, it looks like the bitmap on the luxball is rendered correctly, Looking on your photo and on the rendered luxball, your wife is on your left.
My wife is on the right side that's me on the left side. I should use a better quality image.
Screenshot 2021-04-13 013621.jpg
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

Post by patro »

TAO wrote: Mon Apr 12, 2021 11:37 pm
patro wrote: Mon Apr 12, 2021 8:59 pm
TAO wrote: Mon Apr 12, 2021 7:40 pm I double checked the UV settings and that's the result:
Screenshot 2021-04-12 213417.jpg
@Patro, Is that what you report for fliped images with correct UV?
If this is the correct result you expect let me know.
TAO, do you refer to this
When using a bitmap map to texture a material, the used bitmap is rendered mirrored if the geometry has no UVW Map modifier applied.
from the image you posted, it looks like the bitmap on the luxball is rendered correctly, Looking on your photo and on the rendered luxball, your wife is on your left.
My wife is on the right side that's me on the left side. I should use a better quality image.
Screenshot 2021-04-13 013621.jpg
no need for a better bitmap, it is clearly working correctly now, and of course without uvw map modifier.
If the output of the bitmap would be flipped in the rendered image you would be shown on the right and your wife on the left.
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

Post by patro »

I've posted a feature request on github
I hope someone has some insight to share about or better ideas.
Comments are welcome
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

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patro wrote: Tue Apr 13, 2021 1:41 pm I've posted a feature request on github
I hope someone has some insight to share about or better ideas.
Comments are welcome
one user report a crash with 3dsmax 2020, did you see anything like that, node based material editor + standard material?
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

Post by patro »

TAO wrote: Tue Apr 13, 2021 2:13 pm
patro wrote: Tue Apr 13, 2021 1:41 pm I've posted a feature request on github
I hope someone has some insight to share about or better ideas.
Comments are welcome
one user report a crash with 3dsmax 2020, did you see anything like that, node based material editor + standard material?
Well I had that before, but your last 2 builds fixed already that crashing.
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

Post by patro »

I think next MaxtoLux will render it even better ;)
seamaster1.jpg
It is just a test for the lighting.
1000x1000 600 samples, denoiser, 16 minutes rendering on my laptop I think it's impressive
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

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patro wrote: Tue Apr 13, 2021 4:16 pm I think next MaxtoLux will render it even better ;)
seamaster1.jpg
It is just a test for the lighting.
1000x1000 600 samples, denoiser, 16 minutes rendering on my laptop I think it's impressive
Wow, you're getting good. that's impressive piece of work.
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