3dsmax 2015 onwards

Discussion related to the exporter plugin for Autodesk 3ds Max.

Re: 3dsmax 2015 onwards

I figured out what it was.

I'm fetching the texture by getting a param from index (0-based index).
I was looking in the wrong place when I counted what index to fetch (which was correct by coincidence for the other materials).

So - to explain quickly -

I counted the index by the param block..

Code: Select all
static ParamBlockDesc2 LRI_Matte_param_blk (param1 = index 0param2 = index 1param3 = index 2)

But what I should've counted is the list here:

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enum {   pb_spin,   mtl_mat1,   mtl_mat1_on,   prm_color,   mtl_diffuse_map,   mtl_diffuse_map_on,   mtl_bump_map,   mtl_bump_map_on,};

so it's from that list it gets it param 'index', not in the paramblock.
So based on that list I fetch the texture from index 4.
and as you can see now it works.

So now I'll fix the bump, clean the code and get it checked in.
I think I'll manage to have it done tomorrow. (but it might take a little longer - due to some hardcoded texture things I now saw that I need functions for.).
It takes a while to make the code generic.). I'm working on it as fast as possible.

hedphelym

Posts: 1408
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: 3dsmax 2015 onwards

so it's from that list it gets it param 'index', not in the paramblock.
So based on that list I fetch the texture from index 4.
and as you can see now it works.
So now I'll fix the bump, clean the code and get it checked in.

its look great.
well done .
Omid Ghotbi (TAO)

TAO

Posts: 227
Joined: Thu Feb 03, 2011 9:24 am

Re: 3dsmax 2015 onwards

Thanks.

This also explains why I could not fetch the texture from the architectural material.
So I will fix that too after this is done. I think it's important to support textures from the 'standard' max material types also,
so that people can open scenes and get a render going without converting all materials all the time.
And that is especially important when it comes to architectural type materials, since when you import many CAD type models to max it creates this material type.

hedphelym

Posts: 1408
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: 3dsmax 2015 onwards

I was able to make the bumpmapping work now.
In this example I used a brick texture for bump, and the face as diffuse.

I will clean up the code today and get it checked in tonight.

Also works with no diffuse texture defined (when it just uses color):

hedphelym

Posts: 1408
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: 3dsmax 2015 onwards

Code is pushed.

It should work with your current code TAO, so you can fetch the latest and test.

I will later tonight and tomorrow update the compilation instructions in the wiki, since they have changed since we did this last time.
As I mentioned to you in PM I was able to build against the latest luxcore, so when I did this I wrote down all the steps,
this is the info I now feel we should get into the wiki, as well as update on the latest supported features (including screenshots of shaders etc).

We are soon ready for a new release, so I can work on that as well, I feel now we support enough features to push out a new release.
I will work on that the following days.

I hope a lot of people will start testing as soon as this new release is out, I feel it's much more usable now that we have texture support and such.

hedphelym

Posts: 1408
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: 3dsmax 2015 onwards

First of all I want to thank TAO for all the work he has put into this release, and to those of you who test our plugin.

The current build does not use opencl, a opencl version is to be added soon.
I do not have 3dsmax 2015, so I'm not able to compile for that at this time.

Can someone of you who already have been using the older version - please try this new and report back?
It includes the latest features, also a sample scene that has these new features is included in the zip.

There is some bugs I already know - and that is that the material preview meshes are a bit small.
This happened when I switched to the latest version of code for the library.
I'll fix that soon.
Also not all the gui code (for saving rendering parameter settings and such) is completed yet.
But the current release should let you test and get some nice renders going.

Also I'm in the process of updating the wiki page at: http://www.luxrender.net/wiki/Luxmax_integrated,
that update includes info on how to compile and all the currently supported features.

If there is any issues (with installer, plugin etc), then just report it back and we'll get it sorted.

File name is:
Code: Select all
3dsmax 2016 x64 v0.0.0.4b no-opencl.zip

The test scene looks like this:

hedphelym

Posts: 1408
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: 3dsmax 2015 onwards

I just pull new code .
everything work nicely. i appreciate of your kindness and thank you for you great work hedphelym .
now i'm going to texture my scene and render it again with new release .

we only need 2 weight value slider for bump map and diffuse map. after that we can work on more complicate shaders.
Omid Ghotbi (TAO)

TAO

Posts: 227
Joined: Thu Feb 03, 2011 9:24 am

Re: 3dsmax 2015 onwards

First, excellent work on the new build guys! I'm so excited to play with this going forward!

I've successfully installed and rendered:

- 60s on PathCPU 1920x1080 with material and light overrides

I cannot get the OpenCL render engines to work. PathCPU, BiasPathCPU, and BidrCPU all work fine, but PathOCL and BiasPathOCL error out with this (for PathOCL):

Code: Select all
An exception occurred while rendering with 3ds Max.This render will abort. If you render again without resolving the exception, you may experience instability.Unknown render engine type in RenderEngine::ToProperties(): PATHOCL
i7 5930k, GTX 980 ti, 32 GB ddr4, 512 GB PCIe SSD...Windows 10

crosley09

Posts: 200
Joined: Fri Oct 07, 2011 1:00 pm
Location: Indiana, USA

Re: 3dsmax 2015 onwards

You probably have a NoOpenCL version of LuxRender installed.

B.Y.O.B.

Posts: 5181
Joined: Wed Nov 10, 2010 4:10 pm
Location: Germany

Re: 3dsmax 2015 onwards

B.Y.O.B. wrote:You probably have a NoOpenCL version of LuxRender installed.

The 3DsMax plugin may be statically linked with LuxCore so it may have be compiled without OpenCL support.