Hi TAO, the cut edge is gone. To do so there is a setting to flag. see attachment
But the strange deformation of the reflected lights and metric grid is not all gone, right near the cutted holes you will notice a deviation of the grid lines from its natural path. Strange that it doesn't happen with vray.
MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
I think the luxCore behavior is normal but I don't know why is not happening with Vray.
I need to check that, maybe, they are welding close vertexes on the translation process.
I need to check that, maybe, they are welding close vertexes on the translation process.
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
better support of bump map on GPU.
There is an issue that still remains that any color map texture will affect defuse color but I'm working on it.Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Hi TAO, when will you release the next build?
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
As soon as I implement the code for multi-sub material or material-ID.
It should not take longer than 1 week.
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
As Dade mention, 3dsmax scenes are way big compare to what we see in almost all other software, so I add a method to match 3dsmax scenes in the metric systems to other software like blender.
It works for LuxCore too and has a huge impact on the render results.
The Old scene with no scale match. The new one in the metric system with scene match. now every scene should be scale as LuxCore expected.
In addition, I add two parameters for the usual scene that does not in the metric system unit.
it's a bit different from the scale size match but work perfectly with adding a little bit of extra time to render.
It works for LuxCore too and has a huge impact on the render results.
The Old scene with no scale match. The new one in the metric system with scene match. now every scene should be scale as LuxCore expected.
In addition, I add two parameters for the usual scene that does not in the metric system unit.
Code: Select all
scene.epsilon.min = 0.01
scene.epsilon.max = 0.1
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Hi, just to get you right, does this also makes rendering 3ds max user faster as we are used now with LuxCore?
by the way, is it possible to ad rendertime to maxtolux? would be nice add to know, how long it takes to render a given scene
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
you mean like a stamp to write text on image?
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
yes, or maybe as renderers does in 3ds max, in the lower left corner of the 3ds max UI, this information is available after rendering end.TAO wrote: ↑Mon Jan 25, 2021 12:42 pmyou mean like a stamp to write text on image?
Vray does deliver this information too in the same way,
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Good idea, I'll try to add it in the next build.patro wrote: ↑Mon Jan 25, 2021 2:32 pmyes, or maybe as renderers does in 3ds max, in the lower left corner of the 3ds max UI, this information is available after rendering end.
Vray does deliver this information too in the same way,
you can add a feature request to the GitHub repository too.
That makes it easier to keep tracking of features and bugs.
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