MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
I'll take a look at it, my priority right now is to fix the important issues and add support for Multimaterial/SubMaterial, i think the mention feature will be supported during this process.
Omid Ghotbi (TAO)
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
I see what you mean, that's not an issue with luxCore or MaxToLux. This is a known issue with one of the oldest mirroring tools in 3dsmax, they need to update the code.
https://knowledge.autodesk.com/support/ ... s-Max.html
The only fix is to add an Xform and then a Normal modifier on top of that.
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Oh well good to know. But did you notice that it doesn't hapoen with all materials? i reported a list of them on githubTAO wrote: ↑Fri Mar 26, 2021 2:28 pmI see what you mean, that's not an issue with luxCore or MaxToLux. This is a known issue with one of the oldest mirroring tools in 3dsmax, they need to update the code.
https://knowledge.autodesk.com/support/ ... s-Max.html
The only fix is to add an Xform and then a Normal modifier on top of that.
Screenshot 2021-03-26 151632.jpg
Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Mirroring probably makes all normals point in the other direction.
Some LuxCore materials act differently depending if it's a backface or frontface, e.g. glossy is only specular on the frontface, but behaves like matte on the backface (https://github.com/LuxCoreRender/LuxCore/issues/301).
You should probably check how other renderers in 3ds max handle this and follow their behaviour. Maybe they detect mirrored objects and flip their normals.
Some LuxCore materials act differently depending if it's a backface or frontface, e.g. glossy is only specular on the frontface, but behaves like matte on the backface (https://github.com/LuxCoreRender/LuxCore/issues/301).
You should probably check how other renderers in 3ds max handle this and follow their behaviour. Maybe they detect mirrored objects and flip their normals.
Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Fliping the normal is exactly the case. That's the same for others rendered like Arnold and even viewport in case of visible reflection. they already add it in the knowing issue in Autodesk knowledge.B.Y.O.B. wrote: ↑Fri Mar 26, 2021 2:42 pm Mirroring probably makes all normals point in the other direction.
Some LuxCore materials act differently depending if it's a backface or frontface, e.g. glossy is only specular on the frontface, but behaves like matte on the backface (https://github.com/LuxCoreRender/LuxCore/issues/301).
You should probably check how other renderers in 3ds max handle this and follow their behaviour. Maybe they detect mirrored objects and flip their normals.
The issue will affect only the reflection, as it said on the Autodesk page.
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
It will affect only the glassy part of the material, any material with a glassy surface will be affected. Even the viewport glassy/specular as I mention and it is already explained on Autodesk WebSite.patro wrote: ↑Fri Mar 26, 2021 2:42 pmOh well good to know. But did you notice that it doesn't hapoen with all materials? i reported a list of them on githubTAO wrote: ↑Fri Mar 26, 2021 2:28 pmI see what you mean, that's not an issue with luxCore or MaxToLux. This is a known issue with one of the oldest mirroring tools in 3dsmax, they need to update the code.
https://knowledge.autodesk.com/support/ ... s-Max.html
The only fix is to add an Xform and then a Normal modifier on top of that.
Screenshot 2021-03-26 151632.jpg
Last edited by TAO on Fri Mar 26, 2021 3:48 pm, edited 1 time in total.
Omid Ghotbi (TAO)
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Ah that's why the behaviour is not to notice with velvet for example. it was driving me nuts..B.Y.O.B. wrote: ↑Fri Mar 26, 2021 2:42 pm
Some LuxCore materials act differently depending if it's a backface or frontface, e.g. glossy is only specular on the frontface, but behaves like matte on the backface (https://github.com/LuxCoreRender/LuxCore/issues/301).
Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
A reported issue with the used bitmap is rendered mirrored if the geometry has no UVW Map modifier applied has been fixed.
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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
I know it is very early to ask and 3ds max 2022 just released, but it would be perfect if we have MaxToLux for 3dsmax 2022.