it's going by the name v0.8.1904-beta?
MaxToLux - Autodesk 3ds Max Integration for LuxCoreRender
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Yes, i did not change the build name it was a small fix, not a different build.
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
for car paint you need to work with parameters, it's normal, i will add the default parameters later.
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
i have already installed it. null material works now.
about the car paint. can you post the setting for this gold?
about the car paint. can you post the setting for this gold?
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
I'm not carpaint expert here but if you have a darker fresnel color reflection should go higher.
Look at the sample scene that I'm trying to create for tomorrow.
Tomorrow i will add light material again and Also, upload a few scenes that help with laser, fog, Carpaint.
If i have enough time i will add the default value for Carpaint material too.
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Yes, carpaint is a nice material, needs a bit of knowledge and experimenting with it.TAO wrote: ↑Wed Feb 17, 2021 11:43 pmI'm not carpaint expert here but if you have a darker fresnel color reflection should go higher.
Look at the sample scene that I'm trying to create for tomorrow.
Screenshot 2021-02-18 004028.jpg
CarPaint.jpg
Tomorrow i will add light material again and Also, upload a few scenes that help with laser, fog, Carpaint.
If i have enough time i will add the default value for Carpaint material too.
About the light material itself and not to the emissive properties of any material, it works, color, gain and power seams to work.
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Btw, can you post a scene with bump? Thank you.
I don't get the bump to work, I use the lux normal map.
Us I understand displacement is still not supported.
I don't get the bump to work, I use the lux normal map.
Us I understand displacement is still not supported.
Re: MaxToLux - 3ds Max Integration for LuxCoreRender
Yes, but I removed a few options and support for other material, because of the conflict with Vray. I already add it again so any material can be used as light material.patro wrote: ↑Thu Feb 18, 2021 8:49 amYes, carpaint is a nice material, needs a bit of knowledge and experimenting with it.TAO wrote: ↑Wed Feb 17, 2021 11:43 pmI'm not carpaint expert here but if you have a darker fresnel color reflection should go higher.
Look at the sample scene that I'm trying to create for tomorrow.
Screenshot 2021-02-18 004028.jpg
CarPaint.jpg
Tomorrow i will add light material again and Also, upload a few scenes that help with laser, fog, Carpaint.
If i have enough time i will add the default value for Carpaint material too.
About the light material itself and not to the emissive properties of any material, it works, color, gain and power seams to work.
I'll try to add it in the next release with more features.
Omid Ghotbi (TAO)
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender
For a simple bump, just use the bump node. same for the simple normal bump. you can also use a normal map on bump slat with the help of a lux-normal map. od course you can create complicate mixed bump, normal, and displacement all in once but you need to be careful with that as i know there are issues in luxCore that sometimes can make the color darker on the bump slot when it uses too many operands and color space image. (best image for bump, normal, and displacement is non-color data image)
I'm trying to add a non-color algorithm to bump slate later but not very soon.
Here is an example of a more complex bump combine with normal and displacement. As you can see for bump amount you need a scale node, first slop uses the bump map and the second slot can be an image or just a number, I prefer the image but it's up to you. you can use mix, add, and other math maps too.
Omid Ghotbi (TAO)
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