Page 27 of 67

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Sun Dec 20, 2020 7:20 pm
by TAO
A new set of maps are on the way and will be finished soon.
Screenshot 2020-12-20 202000.jpg

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Sun Dec 20, 2020 9:15 pm
by Sharlybg
Great Job Man ! ;)

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Tue Dec 22, 2020 12:40 am
by TAO
Sharlybg wrote: Sun Dec 20, 2020 9:15 pm Great Job Man ! ;)
Thanks, dude.
Math Maps are almost finished only part that remains is Round, Mouldo, and Multiply that I can not find anything about in wiki.
Screenshot 2020-12-22 013948.jpg

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Tue Dec 22, 2020 12:52 pm
by B.Y.O.B.
The "scale" texture performs multiplication in LuxCore.

Modulo has the inputs "texture" and "modulo".
Round has the inputs "texture" and "increment".
Maybe the Blender addon export code helps, although it is a bit distant from a direct property representation: https://github.com/LuxCoreRender/BlendL ... th.py#L127

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Tue Dec 22, 2020 4:50 pm
by TAO
Thank you.
Also, what is the minimum and maximum amount for increment in Round and modulo in Modulo, and what is the properties type. (int, float, double ....)
Do we have any multiply for blending color or images like the photoshop multiply layer option?

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Tue Dec 22, 2020 5:37 pm
by B.Y.O.B.
TAO wrote: Tue Dec 22, 2020 4:50 pm Also, what is the minimum and maximum amount for increment in Round and modulo in Modulo, and what is the properties type. (int, float, double ....)
There's not really a minimum or maximum for these. The property type is technically "texture" (float or spectrum texture), but for user input you can use float.
TAO wrote: Tue Dec 22, 2020 4:50 pm Do we have any multiply for blending color or images like the photoshop multiply layer option?
Yes, the scale texture.
Check the implementation: https://github.com/LuxCoreRender/LuxCor ... le.cpp#L30

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Tue Dec 22, 2020 6:08 pm
by TAO
Thank to B.Y.O.B, the full set of math maps are ready now.
Screenshot 2020-12-22 190555.jpg

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Wed Dec 23, 2020 1:41 pm
by TAO
Do we have any toon shader or such as what we can see in Arnold and Vray for isometric renders?
WhatsApp Image 2020-12-22 at 3.13.38 PM.jpeg
WhatsApp Image 2020-12-22 at 3.13.40 PM.jpeg

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Wed Dec 23, 2020 2:01 pm
by Dade
TAO wrote: Wed Dec 23, 2020 1:41 pm Do we have any toon shader or such as what we can see in Arnold and Vray for isometric renders?
Nope, not an outliner but we have flat shader under the form of ALBEDO AOV, it is used by BlendLuxCore for some pre-view task.

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Wed Dec 23, 2020 3:05 pm
by TAO
I think that's not a bad idea to have an "outlines" shader or event a few toon shaders too. After I'm finishing that part I will try to implement one if it's okay.
Many architectures need "outline" shaders and they asked me for them.
Also, toon materials are great for animation.