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: Wed Feb 17, 2021 8:43 pm
patro wrote: Wed Feb 17, 2021 8:04 pmohh thank you!
Done, you can download the new build and test it.
I think all the issues you mention get fixed.
It was a conflict with Vray materials.
it's going by the name v0.8.1904-beta?
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

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patro wrote: Wed Feb 17, 2021 9:02 pm
TAO wrote: Wed Feb 17, 2021 8:43 pm
patro wrote: Wed Feb 17, 2021 8:04 pmohh thank you!
Done, you can download the new build and test it.
I think all the issues you mention get fixed.
It was a conflict with Vray materials.
it's going by the name v0.8.1904-beta?
Yes, i did not change the build name it was a small fix, not a different build.
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

for car paint you need to work with parameters, it's normal, i will add the default parameters later.
carpaint-test.jpg
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patro
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

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i have already installed it. null material works now.
about the car paint. can you post the setting for this gold?
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

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carpaint.jpg
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

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patro wrote: Wed Feb 17, 2021 10:14 pmcarpaint.jpg
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.
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.
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patro
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by patro »

TAO wrote: Wed Feb 17, 2021 11:43 pm
patro wrote: Wed Feb 17, 2021 10:14 pmcarpaint.jpg
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.

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.
Yes, carpaint is a nice material, needs a bit of knowledge and experimenting with it.
About the light material itself and not to the emissive properties of any material, it works, color, gain and power seams to work.
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patro
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by patro »

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.
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

Post by TAO »

patro wrote: Thu Feb 18, 2021 8:49 am
TAO wrote: Wed Feb 17, 2021 11:43 pm
patro wrote: Wed Feb 17, 2021 10:14 pmcarpaint.jpg
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.

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.
Yes, carpaint is a nice material, needs a bit of knowledge and experimenting with it.
About the light material itself and not to the emissive properties of any material, it works, color, gain and power seams to work.
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.
I'll try to add it in the next release with more features.
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Re: MaxToLux - 3ds Max Integration for LuxCoreRender

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patro wrote: Thu Feb 18, 2021 8:55 am 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.
For a simple bump, just use the bump node.
Screenshot 2021-02-18 110804.jpg
same for the simple normal bump.
Screenshot 2021-02-18 110932.jpg
you can also use a normal map on bump slat with the help of a lux-normal map.
Screenshot 2021-02-18 111049.jpg
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.
Screenshot 2021-02-18 111623.jpg
Screenshot 2021-02-18 111649.jpg
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.
Screenshot 2021-02-18 112436.jpg
you can use mix, add, and other math maps too.
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