MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

Discussion related to the LuxCore functionality, implementations and API.
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by Dade »

TAO wrote: Wed Dec 23, 2020 3:05 pm 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.
Actually, the wireframe texture is already a partial implementation: viewtopic.php?f=5&t=2450
Support LuxCoreRender project with salts and bounties
User avatar
TAO
Developer
Developer
Posts: 851
Joined: Sun Mar 24, 2019 4:49 pm
Location: France
Contact:

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

Dade wrote: Wed Dec 23, 2020 4:54 pm
TAO wrote: Wed Dec 23, 2020 3:05 pm 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.
Actually, the wireframe texture is already a partial implementation: viewtopic.php?f=5&t=2450
Nice place to start, thank you for that, it makes development much easier for what I intend to.
User avatar
TAO
Developer
Developer
Posts: 851
Joined: Sun Mar 24, 2019 4:49 pm
Location: France
Contact:

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

Happy new year.
I wish everyone all the best and hope this year going to be different from the last one.

Here are a few quick changes in the new update.
A new set of textures are available now.
Normal Map
Checker 2d
Checker 3d
Abs
Add
Clamp
Divide
Dotproducutn
Greater than
Less than
Mix
Modulo
Power
Round
Scale
Subtract
With new textures, more complex shaders can be created now.
Little fun with Normal Bump.
Normal_Bump.jpg
More textures and more features are on the way.
DustinM
Posts: 4
Joined: Mon Jan 04, 2021 11:58 pm

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by DustinM »

While loading Max 2020, I get an error loading LuxObjects.dlo, then when pulling up the slate editor, I get this error attached. I had Max to Arnold installed but uninstalled it to troubleshoot.
Attachments
Capture.JPG
User avatar
TAO
Developer
Developer
Posts: 851
Joined: Sun Mar 24, 2019 4:49 pm
Location: France
Contact:

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

DustinM wrote: Tue Jan 05, 2021 12:11 am While loading Max 2020, I get an error loading LuxObjects.dlo, then when pulling up the slate editor, I get this error attached. I had Max to Arnold installed but uninstalled it to troubleshoot.
New Version will be available very soon. and you can use it with 3dsmax 2020 and 2021 with no issue.
It's almost finished and will be ready in less than a week.
User avatar
TAO
Developer
Developer
Posts: 851
Joined: Sun Mar 24, 2019 4:49 pm
Location: France
Contact:

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

First 3dsmax 2021 build with no issue thanks to acasta69 and Dade help.
there is only a minor problem for detecting OpenCL/Cuda device.
Screenshot 2021-01-05 203254.jpg
User avatar
patro
Posts: 201
Joined: Sun Jan 21, 2018 7:09 pm
Location: mount Etna

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by patro »

hope to try it soon. it's been years i don't use Luxrender now LuxCore
User avatar
TAO
Developer
Developer
Posts: 851
Joined: Sun Mar 24, 2019 4:49 pm
Location: France
Contact:

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

Finally, a long time issue of the wrong material category is fixed now.
Honestly, 3dsmax needs better documentation. :)
Now, Materials and maps categorized in the material editor, and also they will be loaded after the MaxToLux selected as a renderer to speed up the 3dsmax load time.
The luxCore now loads from dynamic Dll and no need to compile as static lib which means a smaller size of the MaxToLux itself (from 15Mb to 340Kb) and significant speed up compile time (less than 10 seconds on my computer).
The only remaining issue that totally new is the GPU detection that not work correctly after luxCore 2.4.

Screenshot 2021-01-07 175204.jpg
User avatar
Sharlybg
Donor
Donor
Posts: 3101
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by Sharlybg »

TAO wrote: Thu Jan 07, 2021 4:57 pm Finally, a long time issue of the wrong material category is fixed now.
Honestly, 3dsmax needs better documentation. :)
Now, Materials and maps categorized in the material editor, and also they will be loaded after the MaxToLux selected as a renderer to speed up the 3dsmax load time.
The luxCore now loads from dynamic Dll and no need to compile as static lib which means a smaller size of the MaxToLux itself (from 15Mb to 340Kb) and significant speed up compile time (less than 10 seconds on my computer).
The only remaining issue that totally new is the GPU detection that not work correctly after luxCore 2.4.


Screenshot 2021-01-07 175204.jpg
Impressive achievement. :geek:
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
TAO
Developer
Developer
Posts: 851
Joined: Sun Mar 24, 2019 4:49 pm
Location: France
Contact:

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

GPU render is back.
Aslo, MaxToLux now supports of Cuda GPUs too.

As I'm working on a new project with LuxCore render, I noticed with huge scenes the building up the project and translate it to Lux will take too much time.
For example, in this special scene with over than 170.000 objects and more complex sharers it takes around 5 minutes to translate the scene and this is too much.
After check the process i decide to make translation Multi-thread to make it faster and more convenient, and bring better experience to final users.
Here is the scene and a few render test of it, and the link of project details. viewtopic.php?f=2&t=2982
Render_test_05-S.jpg
Render_test_13-s.jpg
222226-1.jpg
Screenshot 2021-01-11 130608.jpg
Post Reply