MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender

Discussion related to the LuxCore functionality, implementations and API.
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patro
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by patro »

TAO wrote: Thu Feb 18, 2021 8:29 pm The bump on the image is very nice.
the famous sponza scene, I used glossy 2 to render the whole scene.. bitmap texuteres for diffuse, specular and bump. rendered for just 389 samples..
both rougness set to 0.98
sponza luxcore 1.jpg
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TAO
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

patro wrote: Thu Feb 18, 2021 10:39 pm
TAO wrote: Thu Feb 18, 2021 8:29 pm The bump on the image is very nice.
the famous sponza scene, I used glossy 2 to render the whole scene.. bitmap texuteres for diffuse, specular and bump. rendered for just 389 samples..
both rougness set to 0.98

sponza luxcore 1.jpg
Well done, i think the bump map on the columns still needs a little bit of work.
if i see the original render, maybe i can give you more suggestions.
Nice job.
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patro
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by patro »

TAO wrote: Fri Feb 19, 2021 8:59 am
patro wrote: Thu Feb 18, 2021 10:39 pm
TAO wrote: Thu Feb 18, 2021 8:29 pm The bump on the image is very nice.
the famous sponza scene, I used glossy 2 to render the whole scene.. bitmap texuteres for diffuse, specular and bump. rendered for just 389 samples..
both rougness set to 0.98

sponza luxcore 1.jpg
Well done, i think the bump map on the columns still needs a little bit of work.
if i see the original render, maybe i can give you more suggestions.
Nice job.
i can give you the link of the geometries and textures.
https://github.com/jimmiebergmann/Sponza the texture here are *.tga
https://github.com/NCCA/Sponza the textures are *.png

about the render, what you see is the original render, I saved as jpg, I just added 0.5 gamma because it was saved not gamma corrected from 3ds max

about the bump texture i've used the blueish one as bitmap dragged into the bump channel
as you know there is no way to control the scale of the texture, but using the greyish one is the same.
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

patro wrote: Fri Feb 19, 2021 12:55 pm
i can give you the link of the geometries and textures.
https://github.com/jimmiebergmann/Sponza the texture here are *.tga
https://github.com/NCCA/Sponza the textures are *.png

about the render, what you see is the original render, I saved as jpg, I just added 0.5 gamma because it was saved not gamma corrected from 3ds max

about the bump texture i've used the blueish one as bitmap dragged into the bump channel
as you know there is no way to control the scale of the texture, but using the greyish one is the same.
i download the model and try to import it but it has a normal index issue, and won't let me import the model.
Screenshot 2021-02-19 141151.jpg
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patro
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by patro »

TAO wrote: Fri Feb 19, 2021 1:12 pm
patro wrote: Fri Feb 19, 2021 12:55 pm
i can give you the link of the geometries and textures.
https://github.com/jimmiebergmann/Sponza the texture here are *.tga
https://github.com/NCCA/Sponza the textures are *.png

about the render, what you see is the original render, I saved as jpg, I just added 0.5 gamma because it was saved not gamma corrected from 3ds max

about the bump texture i've used the blueish one as bitmap dragged into the bump channel
as you know there is no way to control the scale of the texture, but using the greyish one is the same.
i download the model and try to import it but it has a normal index issue, and won't let me import the model.
Screenshot 2021-02-19 141151.jpg
dowload the textures, i'll zip my scene. i rendered the sponza 1 layer
sponza layer is the original sponza model
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

patro wrote: Fri Feb 19, 2021 1:14 pm dowload the textures, i'll zip my scene. i rendered the sponza 1 layer
sponza layer is the original sponza model
it was on the wrong slot. I fixed a few issues and will send them to you later.
test.jpg
test2.jpg
Ericka
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by Ericka »

TAO wrote: Wed Feb 17, 2021 2:57 pm
Ericka wrote: Wed Feb 17, 2021 1:37 pm Awesome, finally. is there a place so we can help the project. We have a few request that we can pay for it to make it happen faster.
Thanks, Ericka.
I think there is a bounty source that you can help the project on it, you can find it on the forum and main website.
Awesome, i will try it. one question how should we use cloth shader is there any tutorial or video to show how shaders work. I notice if i chose standard renderer 3ds max will crush whit null material, it's not a big issue because no buddy use standard renderer ever but i just want to report it.
Thank you for for great work.
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patro
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by patro »

TAO wrote: Fri Feb 19, 2021 10:57 pm
patro wrote: Fri Feb 19, 2021 1:14 pm dowload the textures, i'll zip my scene. i rendered the sponza 1 layer
sponza layer is the original sponza model
it was on the wrong slot. I fixed a few issues and will send them to you later.
test.jpg
test2.jpg
oh great! thank you!
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

MaxToLux v0.8.2501-beta
02.jpg
01.jpg
Plugin Download link available for 3dsmax 2019-2020-2021 in a single installer package https://github.com/LuxCoreRender/MaxToLux/releases

Sample scene Available on GitHub https://github.com/LuxCoreRender/MaxToL ... mpleScenes

Try to not using any intel base GPU for OpenCL render engines they are pretty slow and laggy.

New Features

Change default renders engine to PathCPU for better compatibility.
Change material preview renders engine to PathCPU for better compatibility.
Add support for lightmap and mesh light for all materials.
Brand new Null material.

Improvements

Better support for 3dsmax 2020 and 2021.
Speed up light map check for material by inverting parameters.

Fixed Bugs

Fix default auto light save option.
Fix OpenCL device save options.
Fixed null material conflict with standard and Vray renderer.
Fixed null material conflict with standard and standard renderer.
Many bug fixes and features.

Installer Improvements

Update installer to support new build.

Knowing issues

Lux Cameras Missing
Render element and layer missing
Lux Light incorrect bounding box
post-render effect like Bloom does not support yet (interface only)
image sampler Michell does not work properly
The perspective camera can be rendered in the wrong way sometimes.
If the fileserver option is enabled when saving the project 3dsmax will crash next time trying to open the project.

Complete Release Notes is available on GitHub https://wiki.luxcorerender.org/MaxToLux ... ease_Notes
Last edited by TAO on Sat Feb 20, 2021 9:42 pm, edited 1 time in total.
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patro
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by patro »

hi,
great work thank you for the last build :) love the eifel tower render!

I did some test with the "bump", or i'm doing something wrong, or i have really no idea.
I will definitely understand it better once you'll zip the sponza scene back.

so for now i did a test with MaxToLux v0.8.2501-beta, but with previous build i achieved the same.
for the test renders, i'm using the brick normal and bump png textures which are in the sponza pack together with Lux carpaint shader.

first pic: bump channel -> bump bitmap
bump bitmap in bump channel.jpg
second pic: bump channel -> lux normal -> normal bitmap ->scale 1
normal bitmap in bump channel scale1.jpg
third pic: bump channel -> lux normal -> normal bitmap ->scale 0.002
normal bitmap in bump channel scale 0.002.jpg
forth pic: bump channel -> normal bitmap (no lux normal map)
normal bitmap in bump channel.jpg
sixth pic: normal channel -> normal bitmap
normal bitmap in normal channel.jpg
I see that when i use the normal blueish bitmap in the normal slot or the way you showed me "bump channel -> lux normal -> normal bitmap" the bump looks the same on the ball, looking the way it should i think smooth, but outwardly (inverted)
while the greyish bump bitmap in the bump channel looks very harsh, but inwardly, so does the normal bitmap in the norrmal channel while looking less harsh.
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