Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Posted: Tue Feb 23, 2021 5:40 pm
Yes it was Brazil renderer. I remember when this totorial came out it was a must to learn
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I do not think the instance should be a big issue for you at the moment, because i test it with more than 500000 objects (of course low poly objects), and with OpenCl it took less than 6 GB of memory unless you have high poly instanced objects.patro wrote: ↑Wed Feb 24, 2021 7:37 pm Hi TAO, i think to have spotted few bugs, but i need to know if they are meant first.
sure a bug: when rendering perspective view - no camera, what is shown in render doesn't match the rendered view in max.
I tried clear volume and homogeneous volume.
I added clear volume as fog, playng with the setting delivers always same density.
I added the homogeneous volume to a mesh, followed the blender tutorial from dravia, i didn't notice any change in my renders.
may you share a showcase scene.
Light material, playing with the gain and efficency won't affect lighting in the render.
btw, i can't really test maxtolux since instances aren't supported, i have large scenes with lots of instances, if i hit render now MaxtoLux abort render before running out of ram.
Thank you
A very vague rule of thumb is: 10,000,000 of triangles for 1 GB of GPU ram.
So base on Dade point just hit the 7 number on the keyboard and simply check how many triangles your scene has.patro wrote: ↑Wed Feb 24, 2021 7:37 pm Hi TAO, i think to have spotted few bugs, but i need to know if they are meant first.
sure a bug: when rendering perspective view - no camera, what is shown in render doesn't match the rendered view in max.
I tried clear volume and homogeneous volume.
I added clear volume as fog, playng with the setting delivers always same density.
I added the homogeneous volume to a mesh, followed the blender tutorial from dravia, i didn't notice any change in my renders.
may you share a showcase scene.
Light material, playing with the gain and efficency won't affect lighting in the render.
btw, i can't really test maxtolux since instances aren't supported, i have large scenes with lots of instances, if i hit render now MaxtoLux abort render before running out of ram.
Thank you
They are all high poly instanced objects, and it goes up to 12Gb ram being still in the middle of the process... before maxtolux abort the process itself.TAO wrote: ↑Wed Feb 24, 2021 8:00 pmI do not think the instance should be a big issue for you at the moment, because i test it with more than 500000 objects (of course low poly objects), and with OpenCl it took less than 6 GB of memory unless you have high poly instanced objects.patro wrote: ↑Wed Feb 24, 2021 7:37 pm Hi TAO, i think to have spotted few bugs, but i need to know if they are meant first.
sure a bug: when rendering perspective view - no camera, what is shown in render doesn't match the rendered view in max.
I tried clear volume and homogeneous volume.
I added clear volume as fog, playng with the setting delivers always same density.
I added the homogeneous volume to a mesh, followed the blender tutorial from dravia, i didn't notice any change in my renders.
may you share a showcase scene.
Light material, playing with the gain and efficency won't affect lighting in the render.
btw, i can't really test maxtolux since instances aren't supported, i have large scenes with lots of instances, if i hit render now MaxtoLux abort render before running out of ram.
Thank you
Othe part i need to check first.
I've cheked the scene by hitting 7