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Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Posted: Wed Mar 24, 2021 8:59 am
by patro
Ok, on max 2021 the scene converter files are in the max root not in enu. And as I see the scene converter doesn't show the script extension nor the root where they are saved, when you save new presets or whatever. There are little differences in max 2021.
Now that I've found them. I'll try to copy the existing scripts and edit them manually. will try to make them work. no promises, I'm a noob.
Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Posted: Wed Mar 24, 2021 10:45 pm
by TAO
Fix the issue with the metal preset not affect correctly.
Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Posted: Wed Mar 24, 2021 11:22 pm
by TAO
Fix the carpaint material preset not working as it suppose to.
Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Posted: Thu Mar 25, 2021 9:32 am
by patro
TAO wrote: Wed Mar 24, 2021 10:45 pm
Fix the issue with the metal preset not affect correctly.
Screenshot 2021-03-24 233822.jpg
great

Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Posted: Fri Mar 26, 2021 8:46 am
by TAO
I tried symmetry with the new build and there is no issue but I'm not sure if that will fix the mirror problem completely.
For test reasons, I need a simple scene to work on.
Mirror test with glassy 2
Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Posted: Fri Mar 26, 2021 9:36 am
by patro
TAO wrote: Fri Mar 26, 2021 8:46 am
I tried symmetry with the new build and there is no issue but I'm not sure if that will fix the mirror problem completely.
For test reasons, I need a simple scene to work on.
Screenshot 2021-03-26 094242.jpg
Mirror test with glassy 2
you mean the problem that I showed you about the mirrored seams on the strap?
if you refer to that, I can try to recreate a simple scene.
Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Posted: Fri Mar 26, 2021 12:38 pm
by TAO
patro wrote: Fri Mar 26, 2021 9:36 am
TAO wrote: Fri Mar 26, 2021 8:46 am
I tried symmetry with the new build and there is no issue but I'm not sure if that will fix the mirror problem completely.
For test reasons, I need a simple scene to work on.
Screenshot 2021-03-26 094242.jpg
Mirror test with glassy 2
you mean the problem that I showed you about the mirrored seams on the strap?
if you refer to that, I can try to recreate a simple scene.
That would be great because i fixed the issue but i need to be sure with other scenes it works too.
Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Posted: Fri Mar 26, 2021 12:45 pm
by TAO
Add support for Body Objects, no need for UV map / Normal correction for dynamic material like glass anymore.
Of course, you still need to be careful about duplicate objects, there are many duplicated objects on the scene when you try to export Body Object from a few software.
For example, in this scene, the glass has 2 different sides in each other with different normal directions that will cause the problem. the best way will be to remove the inside part and add a shell modifier to the remaining part or just remove it as it will not affect render anyway.
the front objects are one object that i moved and the rear objects have 2 layers of objects inside each other, if you look you can feel the difference.
Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Posted: Fri Mar 26, 2021 12:55 pm
by TAO
Fix the problem with link and unlink objects, now this type of object will render correctly on the exact position they are created or linked.
No more misplaced objects.
Re: MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Posted: Fri Mar 26, 2021 1:15 pm
by patro
TAO wrote: Fri Mar 26, 2021 12:45 pm
Add support for Body Objects, no need for UV map / Normal correction for dynamic material like glass anymore.
Screenshot 2021-03-26 133452.jpg
Of course, you still need to be careful about duplicate objects, there are many duplicated objects on the scene when you try to export Body Object from a few software.
For example, in this scene, the glass has 2 different sides in each other with different normal directions that will cause the problem. the best way will be to remove the inside part and add a shell modifier to the remaining part or just remove it as it will not affect render anyway.
the front objects are one object that i moved and the rear objects have 2 layers of objects inside each other, if you look you can feel the difference.
both are great news, the one about linking objects and body objects support.
Might this double face issue I have with this type of geometries be solve from alone one sub-Id will be supported? since there will be no need anymore to split geometries for different texturing need.
BTW, does the UVM map modifier support map channel and does the map channel setting in the bitmap map work? I'm just asking, I did myself not try.
I'm preparing the scene with mirrored objects.