MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

Discussion related to the LuxCore functionality, implementations and API.
User avatar
TAO
Developer
Developer
Posts: 850
Joined: Sun Mar 24, 2019 4:49 pm
Location: France
Contact:

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

Perspective can be rendered directly and there is no more need to create a camera before hit render.
Screenshot 2021-01-18 012302.jpg
This is the first step to create RT Renderer inside the viewport.
eliasdiaz3d
Posts: 7
Joined: Mon Dec 14, 2020 7:51 pm

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by eliasdiaz3d »

TAO wrote: Sun Jan 17, 2021 6:50 pm That's taking too much time because you have an intel GPU OpenCL install. in my advice remove the intel HD 4600 drive and it will fix the issue. Also, your computer will run faster.
Try it and let me know.
I will fix that to ignore any intel GPU very soon.
Thanks, that fix my problem
User avatar
TAO
Developer
Developer
Posts: 850
Joined: Sun Mar 24, 2019 4:49 pm
Location: France
Contact:

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

patro wrote: Sun Jan 17, 2021 11:25 pm luxball test 3.jpgluxball test.jpg
the cornell are rendered both with a Lux point light, because a mesh plane light would have add a lux sky

lux first test lux light mesh lux sky.jpg
test scene rendered with a plane with Lux light material. no other lights in the scene, the Lux light material add a lux sky
I've already reported through the bug tracker.
It's not a bug. There is an option for it called "Auto default light", you can disable it in the light sitting panel inside renderer settings.
Screenshot 2021-01-19 011618.jpg
Screenshot 2021-01-19 011656.jpg
This option will be disabled automatically if there is a light in the scene but mesh lights technically are material light and not lights.
maybe I add auto-detection for that too, but you can disable it simply.
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 »

TAO wrote: Tue Jan 19, 2021 12:17 am
It's not a bug. There is an option for it called "Auto default light", you can disable it in the light sitting panel inside renderer settings.

Screenshot 2021-01-19 011618.jpg
Screenshot 2021-01-19 011656.jpg

This option will be disabled automatically if there is a light in the scene but mesh lights technically are material light and not lights.
maybe I add auto-detection for that too, but you can disable it simply.
Yes, I did it already, and it renders without adding a sky!
User avatar
TAO
Developer
Developer
Posts: 850
Joined: Sun Mar 24, 2019 4:49 pm
Location: France
Contact:

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

patro wrote: Sun Jan 17, 2021 11:25 pm luxball test 3.jpgluxball test.jpg
the cornell are rendered both with a Lux point light, because a mesh plane light would have add a lux sky

lux first test lux light mesh lux sky.jpg
test scene rendered with a plane with Lux light material. no other lights in the scene, the Lux light material add a lux sky
I've already reported through the bug tracker.
For skylight you need to add a little bit of gain, for example, 2.2 gain multiplayer would be a good number for clear sky, Also use a proper exposer for it like auto linear plus gamma correction 2.2 with 512 samples.
Screenshot 2021-01-21 012622.jpg
Skylight and/or sunlight are too bright and if you want to see other lights at the same time you need to power or gain.
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 »

Thank you Tao. I guess there will be also need for an infinite plane, to avoid the black.
Beside I noticed that if there are groups in the scenes, they will be all render even the geometries and the groups are all turned off.
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 »

The updated LuxBall scene file is 2021 version, files are on dropbox
vray scene link
LuxCore scene link
both scenes are the same, one is set with the latest maxtolux the other one for vray 5 using brute force/brute force
Inside there are the test renders too.

btw, the luxballs are body objects, which are nurbs geometries, I forgot to add the edit mesh on top, but it want make much difference nor converting to editable mesh.
inside there is the luxball made by Kirs which is a esh, it will render the same way as the one I updated.

I have posted the renders made with Luxcore and vray of the luxball with mirror material in the support topic.
User avatar
TAO
Developer
Developer
Posts: 850
Joined: Sun Mar 24, 2019 4:49 pm
Location: France
Contact:

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

patro wrote: Thu Jan 21, 2021 2:51 pm The updated LuxBall scene file is 2021 version, files are on dropbox
vray scene link
LuxCore scene link
both scenes are the same, one is set with the latest maxtolux the other one for vray 5 using brute force/brute force
Inside there are the test renders too.

btw, the luxballs are body objects, which are nurbs geometries, I forgot to add the edit mesh on top, but it want make much difference nor converting to editable mesh.
inside there is the luxball made by Kirs which is a esh, it will render the same way as the one I updated.

I have posted the renders made with Luxcore and vray of the luxball with mirror material in the support topic.
I'll check that soon.
User avatar
TAO
Developer
Developer
Posts: 850
Joined: Sun Mar 24, 2019 4:49 pm
Location: France
Contact:

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

Full VFB support with alpha.
Screenshot 2021-01-22 000430.jpg
Screenshot 2021-01-22 000413.jpg
0021.png
Also, Add support for all file formate.
I can see some black dot inside the alpha channel that will be fixed soon.
User avatar
TAO
Developer
Developer
Posts: 850
Joined: Sun Mar 24, 2019 4:49 pm
Location: France
Contact:

Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

Fixed the alpha black dots.
exr and high dynamic range image are supported, now.
Screenshot 2021-01-22 003716.jpg
Post Reply