Perspective can be rendered directly and there is no more need to create a camera before hit render.
This is the first step to create RT Renderer inside the viewport.
MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Thanks, that fix my problem
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
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.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.
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.
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Yes, I did it already, and it renders without adding a sky!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.
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
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.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.
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.
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
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.
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.
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
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.
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.
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
I'll check that soon.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.
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Full VFB support with alpha.
Also, Add support for all file formate.
I can see some black dot inside the alpha channel that will be fixed soon.
Also, Add support for all file formate.
I can see some black dot inside the alpha channel that will be fixed soon.
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Fixed the alpha black dots.
exr and high dynamic range image are supported, now.
exr and high dynamic range image are supported, now.
Omid Ghotbi (TAO)
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