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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Thu Feb 18, 2021 4:03 pm
by patro
Hi Omid, I tried and it was the texture, which wasn't digested before :D
Ok, first is kind of goldish carpaint like yours, with in bump map channel the lux normal map texture (i used a bluish nornal map *.png
scale 1
crpaint bump 1.jpg
the second image the same texture but swapped into the normal map channel.
I'm just posting.
same texture in normal map channel.jpg
I render using pathocl and sobol in setting

Edited: as you may noticed, in the second image, the reflection of the lights pannel on the luxball are to seen on the lower hemisphere, while in the first image they show correctly on the upper hemisphere of the ball.

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Thu Feb 18, 2021 5:32 pm
by TAO
patro wrote: Thu Feb 18, 2021 4:03 pm Hi Omid, I tried and it was the texture, which wasn't digested before :D
Ok, first is kind of goldish carpaint like yours, with in bump map channel the lux normal map texture (i used a bluish nornal map *.png
scale 1
crpaint bump 1.jpg
the second image the same texture but swapped into the normal map channel.
I'm just posting.
same texture in normal map channel.jpg

I render using pathocl and sobol in setting

Edited: as you may noticed, in the second image, the reflection of the lights pannel on the luxball are to seen on the lower hemisphere, while in the first image they show correctly on the upper hemisphere of the ball.
First, i need to see your node setup in max or filesaver for debugging.
On other hand, there are two possibilities, remember luxCore works in metric system and 3dsmax scenes are huge for it, so first it can be a scale problem, and, second i had some issues with a few bumps by myself, i did not get the correct answer to it anyway, but you need to generate bump map in photoshop that will make a non-color space ma for bump channel it will be a huge difference.
Screenshot 2021-02-18 183126.jpg
Screenshot 2021-02-18 183144.jpg

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Thu Feb 18, 2021 6:16 pm
by patro
TAO wrote: Thu Feb 18, 2021 5:32 pm
First, i need to see your node setup in max or filesaver for debugging.
On other hand, there are two possibilities, remember luxCore works in metric system and 3dsmax scenes are huge for it, so first it can be a scale problem, and, second i had some issues with a few bumps by myself, i did not get the correct answer to it anyway, but you need to generate bump map in photoshop that will make a non-color space ma for bump channel it will be a huge difference.

Screenshot 2021-02-18 183126.jpg
Screenshot 2021-02-18 183144.jpg
which files do you need from file sever?

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Thu Feb 18, 2021 6:20 pm
by TAO
patro wrote: Thu Feb 18, 2021 6:16 pm
TAO wrote: Thu Feb 18, 2021 5:32 pm
First, i need to see your node setup in max or filesaver for debugging.
On other hand, there are two possibilities, remember luxCore works in metric system and 3dsmax scenes are huge for it, so first it can be a scale problem, and, second i had some issues with a few bumps by myself, i did not get the correct answer to it anyway, but you need to generate bump map in photoshop that will make a non-color space ma for bump channel it will be a huge difference.

Screenshot 2021-02-18 183126.jpg
Screenshot 2021-02-18 183144.jpg
which files do you need from file sever?
Pack all the files in the folder to zip or rar.
Or from 3dsmax menu choose to archive, and send me the save file.

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Thu Feb 18, 2021 6:26 pm
by patro
here the luxcore files

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Thu Feb 18, 2021 6:31 pm
by TAO
patro wrote: Thu Feb 18, 2021 6:26 pm here the luxcore files
Apparently, you used two normal bumps on each other.
first for map 12 and then again on map 14
Screenshot 2021-02-18 193016.jpg
If you use a normal map on one node do not need to double it.
Look at the image i send you a few posts before this.

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Thu Feb 18, 2021 6:36 pm
by TAO
Like this.
No need for double normal on each other.
Screenshot 2021-02-18 193535.jpg

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Thu Feb 18, 2021 6:51 pm
by TAO
Here is another example include with your normal map.
With matte material. standard bitmap -> lux-normal -> bump
Screenshot 2021-02-18 194753.jpg
With glossyCoat matte as basic material + standard bitmap-> Lux-normal -> bump
Screenshot 2021-02-18 194824.jpg
or just put it on the normal slot with the standard bitmap.

result:
Render.jpg
If you want a negative normal bump you can do it in photoshop by just reversing the Green color channel. maybe i add reverse normal later.

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Thu Feb 18, 2021 7:31 pm
by patro
ok, so to get you right, when using a height normal map, we can just add the bitmap into the bump map channel.
LuxCore calculates the heights from the texture, no need to use the scale spinner.
Since for the bump map and normal channels we don't have any spinners, I supposed the use for the lux normal-map having the scale spinner was for that. my bad sorry.

Try to add a white grey texture to the normal map channel, you will notice the strange mapping color, and the lights will be reflect upside down

Edited: here a render with the bitmap directly into the bump channel slot
bump.jpg

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Posted: Thu Feb 18, 2021 8:29 pm
by TAO
patro wrote: Thu Feb 18, 2021 7:31 pm ok, so to get you right, when using a height normal map, we can just add the bitmap into the bump map channel.
LuxCore calculates the heights from the texture, no need to use the scale spinner.
Since for the bump map and normal channels we don't have any spinners, I supposed the use for the lux normal-map having the scale spinner was for that. my bad sorry.

Try to add a white grey texture to the normal map channel, you will notice the strange mapping color, and the lights will be reflect upside down

Edited: here a render with the bitmap directly into the bump channel slot
bump.jpg
The bump on the image is very nice.