Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Posted: Mon Mar 08, 2021 9:43 pm
I will, but tomorrow.TAO wrote: Mon Mar 08, 2021 9:40 pm can you send me the scene or filesaver project? by the way, i like the image feel.
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I will, but tomorrow.TAO wrote: Mon Mar 08, 2021 9:40 pm can you send me the scene or filesaver project? by the way, i like the image feel.
I have the affine TM transforms (source position and direction ) of light what is the best way to calculate the target point for LuxCore from it?Dade wrote: Fri Mar 05, 2021 9:20 pmBTW, epsilon change to a new value (i.e. never used before) causes a kernel recompilation when rendering on GPUs.
"target = position + direction" where target is a point, position is a point and direction is a vector (the length of the vector doesn't matter).TAO wrote: Wed Mar 10, 2021 10:28 am I have the affine TM transforms (source position and direction ) of light what is the best way to calculate the target point for LuxCore from it?
From your giving point i found out the transforms matrix in 3dsmax are inversed and that's fixed the issue. Thanks a lot.Dade wrote: Wed Mar 10, 2021 11:41 am"target = position + direction" where target is a point, position is a point and direction is a vector (the length of the vector doesn't matter).TAO wrote: Wed Mar 10, 2021 10:28 am I have the affine TM transforms (source position and direction ) of light what is the best way to calculate the target point for LuxCore from it?
Code: Select all
viewPort.GetAffineTM(aTM);
Point3 viewDir = coordSysTM.GetRow(2);
Point3 viewPos = coordSysTM.GetRow(3);
gw->getCameraMatrix(mat, &invTM, &persp, &hither, &yon);
Point3 viewTarget = viewPos - viewDir;
important that you could replicate the reported issue, it was a bug of the light. For other issues i share always the scene.TAO wrote: Wed Mar 10, 2021 2:32 pm Sphere light issues fixed.
Screenshot 2021-03-10 153056.jpg
Screenshot 2021-03-10 153717.jpg
more than 3000 passes and no issue. I'll try to upload a new build by the weekend. if any problem persists, you need to provide me a scene that shows the issue.
such schematic views are great for project renderings. if you manage to add it then chapeauTAO wrote: Sun Mar 14, 2021 12:45 pm I tried to add a flat camera to render the flat views like left and top by adding a camera to infinite distanced and add zoom it but it did not work as I was expected. I'll try again to see what will happen.
I'm a little bit busy on a project this week and I think you need to wait until next weekend so I can manage to release a new build. Also, clean up and upload new code to GitHub.patro wrote: Sun Mar 14, 2021 1:39 pmsuch schematic views are great for project renderings. if you manage to add it then chapeauTAO wrote: Sun Mar 14, 2021 12:45 pm I tried to add a flat camera to render the flat views like left and top by adding a camera to infinite distanced and add zoom it but it did not work as I was expected. I'll try again to see what will happen.
May I ask if you meanwhile can release a new build with this latest fix and instance support?
oh well, good to know, and nothing to be sorry about, I know to be demanding myself.. will be waiting then..TAO wrote: Sun Mar 14, 2021 3:48 pmI'm a little bit busy on a project this week and I think you need to wait until next weekend so I can manage to release a new build. Also, clean up and upload new code to GitHub.patro wrote: Sun Mar 14, 2021 1:39 pmsuch schematic views are great for project renderings. if you manage to add it then chapeauTAO wrote: Sun Mar 14, 2021 12:45 pm I tried to add a flat camera to render the flat views like left and top by adding a camera to infinite distanced and add zoom it but it did not work as I was expected. I'll try again to see what will happen.
May I ask if you meanwhile can release a new build with this latest fix and instance support?
Sorry for that but there is a problem with special characters like "é" from other languages that can affect the instancing object that I need to fix. it is not a big deal but it is a little bit heavy process to rename all objects always before render and I'm trying to find a better solution.
In the meanwhile, I manage to fix the problem with rotate, scale and modifying the instance objects and that's a piece of good news.