MaxToLux - 3ds Max Integration for LuxCore

Discussion related to the LuxCore functionality, implementations and API.
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B.Y.O.B.
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

Post by B.Y.O.B. » Sat Apr 20, 2019 4:29 pm

You can use the "uv" texture to get the UV coordinates of a mesh as a color in the material, might help with debugging:
https://wiki.luxcorerender.org/LuxCore_ ... 2#Type:_uv
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

Post by TAO » Sat Apr 20, 2019 5:14 pm

Thank you, everybody.
Problem solved.

Annotation 2019-04-20 214216.jpg
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

Post by TAO » Sun Apr 21, 2019 3:15 pm

Add support for OpenCL Devices, i found a small issue that we need to find out how many OpenCL devices are available. I'll fix it later.
Except that, everything works fine.

MaxLuxCore OpenCl Support
MaxLuxCore OpenCl Support
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

Post by Dade » Sun Apr 21, 2019 3:27 pm

TAO wrote: โ†‘
Sun Apr 21, 2019 3:15 pm
Add support for OpenCL Devices, i found a small issue that we need to find out how many OpenCL devices are available.
LuxCore API has a function to return a full description of all OpenCL devices available, is it what you need ?
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

Post by nigec » Sun Apr 21, 2019 4:13 pm

I would be interested.. isn't it all in the benchmark?

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Re: MaxLuxCore - 3ds Max Integration for LuxCore

Post by TAO » Sun Apr 21, 2019 4:48 pm

Dade wrote: โ†‘
Sun Apr 21, 2019 3:27 pm
TAO wrote: โ†‘
Sun Apr 21, 2019 3:15 pm
Add support for OpenCL Devices, i found a small issue that we need to find out how many OpenCL devices are available.
LuxCore API has a function to return a full description of all OpenCL devices available, is it what you need ?
Thank you, Dade.
I will try that and let you know. but i think, i need to do that inside 3dsmax before call LuxCore, 3dsmax has a bunch of internal function for this kind of things.
Last edited by TAO on Sun Apr 21, 2019 4:59 pm, edited 1 time in total.
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

Post by TAO » Sun Apr 21, 2019 4:58 pm

nigec wrote: โ†‘
Sun Apr 21, 2019 4:13 pm
I would be interested.. isn't it all in the benchmark?
Thank you to mention that, I'm going to take a look at benchmark code too.
But i think it's going to be a bit different because it will be better to read this type of information before calling the renderer and as i mentioned before 3dsmax already has a few functions that can return the information we need here. So it's better to do as much as possible inside 3dsmax instead calling LuxCore over and over.
That's just my opinion for this and i will consider other solutions too.
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

Post by B.Y.O.B. » Mon Apr 22, 2019 7:32 am

You don't need a rendersession or anything to call this function.
In BlendLuxCore I do it here: https://github.com/LuxCoreRender/BlendL ... ncl.py#L64
The corresponding C++ function is GetOpenCLDeviceDescs(): https://github.com/LuxCoreRender/LuxCor ... e.cpp#L198

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Re: MaxLuxCore - 3ds Max Integration for LuxCore

Post by TAO » Mon Apr 22, 2019 9:35 am

Perfect, Thank you.
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Re: MaxLuxCore - 3ds Max Integration for LuxCore

Post by TAO » Wed Apr 24, 2019 6:46 pm

First Lux Light is born inside 3dsmax. Lux Point Light
Annotation 2019-04-24 230911.jpg

New shape for Lux Camera, Not that different :D
Annotation 2019-04-24 230932.jpg
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