Search found 719 matches

by TAO
Sat Dec 04, 2021 7:26 pm
Forum: Development
Topic: crashes - A heap has been corrupted error
Replies: 16
Views: 367

Re: crashes - A heap has been corrupted error

is there any way to add w in UV for luxcore as maybe 3dsmax users what to use it? You could couple 2xUVs (i.e. multiple UV sets) to store up to 4 values for each vertex but it sounds ultra complicated. No problem it's not that usable feature in 3dsmax, by the way, is there any limitation to the num...
by TAO
Sat Dec 04, 2021 7:02 pm
Forum: Finished Work
Topic: Luxcore Flowers package
Replies: 2
Views: 17

Re: Luxcore Flowers package

so amazing, I really enjoy them.
by TAO
Sat Dec 04, 2021 4:51 pm
Forum: Development
Topic: crashes - A heap has been corrupted error
Replies: 16
Views: 367

Re: crashes - A heap has been corrupted error

You may need to compile luxcore.dll with debug symbols in order to have readable stack trace of the crash (and know where inside LuxCore it happens). Found the issue, it was a wrong number of UV parameters, in 3dsmax UV is a Point3 variable and has 3 values for u,v, and w, as I rewrite all mesh fun...
by TAO
Sat Dec 04, 2021 4:47 pm
Forum: Development
Topic: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Replies: 651
Views: 280008

Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

Add support for render elements, plus new advance render settings.
Screenshot 2021-12-04 174539.jpg
still needs work as not all of nodes added yet.
by TAO
Fri Dec 03, 2021 2:17 am
Forum: Development
Topic: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Replies: 651
Views: 280008

Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

Improve multilateral and sub-material support in 3dsmax. The new build is faster and less likely to cause the crash also it is not limited to many sub-level materials inside each other. just a very simple demonstration of the output. Screenshot 2021-11-30 013901.jpg looking awesome ;) we hope in a ...
by TAO
Fri Dec 03, 2021 2:14 am
Forum: Development
Topic: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Replies: 651
Views: 280008

Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

Completely rewrite the mesh and all functions in connecting with mesh.
The final version of Multi-material/Sub-material + multi-channel multi UV support.
Screenshot 2021-12-03 031348.jpg
by TAO
Wed Dec 01, 2021 10:50 am
Forum: Development
Topic: crashes - A heap has been corrupted error
Replies: 16
Views: 367

Re: crashes - A heap has been corrupted error

I will dig a little bit more maybe I made a mistake in other arguments. Try to post a debugger stack backtrace of the crash (i.e. where in the Scene destructor is the crash). Call stack Screenshot 2021-12-01 114628.jpg error list and other parts showing nothing. just a critical error number in the ...
by TAO
Tue Nov 30, 2021 9:36 pm
Forum: Development
Topic: crashes - A heap has been corrupted error
Replies: 16
Views: 367

Re: crashes - A heap has been corrupted error

I'm not sure, Here is the renderfinal. void MaxToLux::renderFinal(luxcore::Scene &scene, TimeValue t, Bitmap *tobm, FrameRendParams &frp, HWND hwnd, RendProgressCallback *prog, ViewParams *vp) It should work, the argument is declared by reference. I will dig a little bit more maybe I made a mistake...
by TAO
Tue Nov 30, 2021 8:25 pm
Forum: Development
Topic: crashes - A heap has been corrupted error
Replies: 16
Views: 367

Re: crashes - A heap has been corrupted error

renderFinal(*scene, t, tobm,frp, hwnd, prog, vp); You may be passing scene by value (not by pointer), how is renderFinal() declared ? I'm not sure, Here is the renderfinal. void MaxToLux::renderFinal(luxcore::Scene &scene, TimeValue t, Bitmap *tobm, FrameRendParams &frp, HWND hwnd, RendProgressCall...
by TAO
Tue Nov 30, 2021 5:49 pm
Forum: Development
Topic: crashes - A heap has been corrupted error
Replies: 16
Views: 367

Re: crashes - A heap has been corrupted error

How do you create the scene object ? That's how I create [...] scenes "That's" ? Where ? Sorry I think I miss the first part of the code. int MaxToLux::Render(TimeValue t, Bitmap *tobm, FrameRendParams &frp, HWND hwnd, RendProgressCallback *prog, ViewParams *vp) { if (renderingMaterialPreview) { re...