Great dude.
Yes, I'll try to release a new build by introducing objects instance and perhaps add a scattering, also fixing a few issues and adding new maps.
It is so close to getting finished and my next goal will be working on a new node-based editor for final render modification, effects, and compositing.
I already test a basic node editor that fits my need and it can be evolving during the journey.
I'm still experimenting with it and not completely sure about it.
MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Fantastic. i can't believed that opensource part-time developers like you can add such features to 3dsmax, when the Autodesk missed for years and everyone looking for.TAO wrote: ↑Sun Mar 07, 2021 4:03 pm Great dude.
Yes, I'll try to release a new build by introducing objects instance and perhaps add a scattering, also fixing a few issues and adding new maps.
It is so close to getting finished and my next goal will be working on a new node-based editor for final render modification, effects, and compositing.
I already test a basic node editor that fits my need and it can be evolving during the journey.
Screenshot 2021-03-07 165202.jpg
I'm still experimenting with it and not completely sure about it.
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
that would be a great add
would be great to can spread LuxCore under the 3ds max community
would be great to can spread LuxCore under the 3ds max community
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
That's kind of you erika.Ericka wrote: ↑Sun Mar 07, 2021 4:39 pmFantastic. i can't believed that opensource part-time developers like you can add such features to 3dsmax, when the Autodesk missed for years and everyone looking for.TAO wrote: ↑Sun Mar 07, 2021 4:03 pm Great dude.
Yes, I'll try to release a new build by introducing objects instance and perhaps add a scattering, also fixing a few issues and adding new maps.
It is so close to getting finished and my next goal will be working on a new node-based editor for final render modification, effects, and compositing.
I already test a basic node editor that fits my need and it can be evolving during the journey.
Screenshot 2021-03-07 165202.jpg
I'm still experimenting with it and not completely sure about it.
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Yeah, I'm starting to introducing it next week after i build and test the new version.
I need a presentation first and documentation before that.
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
I had experiences with forumus and groups which reacts kinda allergic to opensource softwares and renderer. I can just advice you to not introduce maxtolux till the sub-id is supported at least.
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
That's a good suggestion.
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
i agree with patro multi-sub material is a key for rendering in 3dsmax.
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Is it possible that Lux glass in maxtolux has some issue?
I think it renders too dark transparency also
the material is Lux glass, transparency and reflection set to pure white, ior is 1,474 as for Pyrex for the scene i use a night town lights hdr
but using a day clear sky hdr, it looks still too grey and not that transparent Btw, the liquid inside the bakers are Lux glass, with 1.5 ior, and emission enabled, in both render the color of the liquid is darkened. The liquid colors should be very vivid.
I've checked the normals, they are pointing correctly.
Also, if i render a diamond ior 2.418 the stone looks more like a piece of reflecting glass but no rainbow
Any clue?
I think it renders too dark transparency also
the material is Lux glass, transparency and reflection set to pure white, ior is 1,474 as for Pyrex for the scene i use a night town lights hdr
but using a day clear sky hdr, it looks still too grey and not that transparent Btw, the liquid inside the bakers are Lux glass, with 1.5 ior, and emission enabled, in both render the color of the liquid is darkened. The liquid colors should be very vivid.
I've checked the normals, they are pointing correctly.
Also, if i render a diamond ior 2.418 the stone looks more like a piece of reflecting glass but no rainbow
Any clue?
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
can you send me the scene or filesaver project? by the way, i like the image feel.
Omid Ghotbi (TAO)
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