MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Great, add the option for minimum and maximum epsilon.
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
BTW, epsilon change to a new value (i.e. never used before) causes a kernel recompilation when rendering on GPUs.
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
i see i need to add it to the document or at least notify users about it.
Thanks for the heads up.
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
As the Kernel compilation is just a one-time thing, is there a way that forces it to happen, for example when the user just opening software or selecting the LuxCore as renderer and in the background thread so it not that noticable?
Or it's not a good solution in your opinion?
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
LuxCore API has the KernelCacheFill() function for this kind of task: https://github.com/LuxCoreRender/LuxCor ... ore.h#L142
But it currently lack the support for epsilon min./max. definition (they are user defined values so pre-compilation isn't particularly useful: you don't know what values the user is going to pick).
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Do you mean that if we have a default Epsilon Min/Max we can have precompiled build. So that recompilation is needed only when user change epsilon ?But it currently lack the support for epsilon min./max. definition (they are user defined values so pre-compilation isn't particularly useful: you don't know what values the user is going to pick).
I mean it isn't a value we change quite often so it can save a lot of time.
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Base on what Dade said we can compile the kernel in the background and if someone changes the value it needs to be recompile again, of course, we can inform the user of recompiling and we can do that in a different thread in the background so nobody needs to wait especially in the first time that uses the plugin. That's a better experience for users.Sharlybg wrote: ↑Sat Mar 06, 2021 1:40 pmDo you mean that if we have a default Epsilon Min/Max we can have precompiled build. So that recompilation is needed only when user change epsilon ?But it currently lack the support for epsilon min./max. definition (they are user defined values so pre-compilation isn't particularly useful: you don't know what values the user is going to pick).
I mean it isn't a value we change quite often so it can save a lot of time.
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
That's a good idea, i can do it at the end of the installer or after the plugin selected in 3dsmax.
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Hi TAO, I've finally been capable to fix the texture-wrong bump result i was having, now the sponza scene renders smoothly like yours.
Maybe it is a problem related to 3ds max 2021 only.
The fix is to add to all geometries the modidier Unwrap UVW, just adding it, without any editing, if I recall right, it's still not supported by maxtolux, but it does the job.
The image i rendered foir only 40 pass, but it is clear that the modifier do great in this case. Are you going to release soon a build with the instace support?