feature requests

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

Moderators: Ratow, hedphelym, coordinators

feature requests

Postby patro » Mon Mar 08, 2010 5:55 am

hi,
since the source code is available in the repository we hope that more coder will help Perpixel develop LuxMax.
If any one have request to make to implement the feature of the exporter... please write in this topic.

I use 3ds max 2010
1) on my system does not work 3ds max environment, (probably it is not supported at time) I try using max bitmap map or LR ImageMap but nothing... if I open the lxs with notepad I don't find nothing about the used map.
1)-a environment control like indigo or like maxwell will be very interesting.

2) is there a way to create a material like 3ds max matte/shadow
I read in a post that in luxblend there is a way to do that.

3) display textures in view-port and color of the material.

4) a very simple list of all 3ds max supported thinks (lights, camera feature, native textures, third part textures, render effect etcccc

thx, jinj
User avatar
patro
 
Posts: 1798
Joined: Fri Feb 29, 2008 9:06 pm
Location: mount Etna

Re: feature requests

Postby jeanphi » Mon Mar 08, 2010 6:32 am

Hi,

Just so that you don't waste time on stuff that doesn't exist or can't be implemented:
- matte objects: there a trick which allows to override the alpha value of a pixel, but it will only work with the distributedpath integrator
- native/third party textures won't be supported as we don't have access to the code and even if we had, we wouldn't be able to include it in LuxRender

Jeanphi
jeanphi
Developer
 
Posts: 6569
Joined: Mon Jan 14, 2008 7:21 am

Re: feature requests

Postby patro » Mon Mar 08, 2010 6:53 am

jeanphi wrote:Hi,

Just so that you don't waste time on stuff that doesn't exist or can't be implemented:
- matte objects: there a trick which allows to override the alpha value of a pixel, but it will only work with the distributedpath integrator
- native/third party textures won't be supported as we don't have access to the code and even if we had, we wouldn't be able to include it in LuxRender

Jeanphi

good to know....
that there is a trick for matte shadow..... it's a very interesting info.
thx jeanphi
User avatar
patro
 
Posts: 1798
Joined: Fri Feb 29, 2008 9:06 pm
Location: mount Etna

Re: feature requests

Postby hedphelym » Wed Mar 31, 2010 2:50 am

Hi,

A feature request thread is great.
I'm looking at the "enviroment map" for you.
Take a little bit of time to get up to speed on the latest code, but I think I'll solve it.

I'll post up as soon as I've made progress.
User avatar
hedphelym
Developer
 
Posts: 792
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: feature requests

Postby patro » Wed Mar 31, 2010 2:56 pm

thank you hedphelym,
this sounds very promising...
by the way... I try to use bump map but any value have no effect.... the obj will rendered with the highest bump height.

I can't understand why luxmax user don't make a request :( ....
coder want to know that their work is requested ;) and appreciated 8-)
and that there are a community that is drooling for a better and better luxmax
I can not make requests for all ... don't shame and ask............
I opened the thread "News" so we know that perpixel is messed from work... and that he had not abandon the project.
and now thanks hedphelym the source code is available.

I want that luxmax will be like luxblend... is it to much? again...people don't shame and ask

thank you hedphelym. ;)
User avatar
patro
 
Posts: 1798
Joined: Fri Feb 29, 2008 9:06 pm
Location: mount Etna

Re: feature requests

Postby losbellos » Thu Apr 01, 2010 3:48 pm

I am writing an exporter for smallluxgpu. Right now there are some issues with uvw as before, but if smalluxgpu will be turned into luxrender than the format will change as well, and then I will be able to output proper data.
However I write it only in maxscript, I dont know much about c++ coding. On the bright side it is easy to update, and my way of exporting the geometry have to be exported only once at around 30sec/1 million polygon. Then only the materials have to be updated and smallluxgpu or luxrender will read geometry fast. I think I will release the first versions in about 2-3 weeks, that it will be usable for everybody.
there is already more than 1500 lines of code in it, so I will not give up... :-)
Later I will make the code multi threaded and that will give around 50 percent more speed. Unfortunately not everything can be multi-threaded efficiently in maxscript, but I do my best to bring the fastest possible geom exporter to smallluxgpu.

If perpixel is around, you could help by only writing a maxscript function for exporting geometry, the rest is just fine in maxscript.


Well, the updated geom exporter works much slower, :-( I guess I have to work on my c++ skill...
Last edited by losbellos on Fri Apr 02, 2010 6:11 am, edited 1 time in total.
losbellos
 
Posts: 783
Joined: Wed Jun 24, 2009 4:59 am

Re: feature requests

Postby patro » Thu Apr 01, 2010 4:49 pm

thank you losbellos ;)
User avatar
patro
 
Posts: 1798
Joined: Fri Feb 29, 2008 9:06 pm
Location: mount Etna

Re: feature requests

Postby hedphelym » Fri Apr 02, 2010 4:39 am

Hi again,
Some progress.. :)

Right now this morning I made it automaticly use the bitmap named "environment.jpg" if it existed where the scene is located.

The next thing I want to do is to greate a "file browser" where you set your environment map - and then make it use that.
I've had major trouble getting the map name directly from max through sdk - with maxscript it's easy,
you can call maxscript functions from c++ , but I get errors when i try, so the easy workaround is to make you
select a file through a file browser. :)

Here's a screenshot of it working (but hardcoded into plugin as "environmentmap.jpg") :

luxrender_envmap.jpg


I'll post again as soon as I've got more working.
Here's the basic GUI :
luxenv_gui.jpg
User avatar
hedphelym
Developer
 
Posts: 792
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: feature requests

Postby losbellos » Fri Apr 02, 2010 6:07 am

Maybe your could help me set up the sdk. Once I tried it and it didnt really worked out.
What do you use for c++?
losbellos
 
Posts: 783
Joined: Wed Jun 24, 2009 4:59 am

Re: feature requests

Postby hedphelym » Fri Apr 02, 2010 6:26 am

Sure.
I use visual studio 2008.
It was very easy to set up.

You need to set the path to the libs\include files in Visual Studio to point to your 3dsmax SDK lib\incl:
"Tools->options->Projects and solutions->VCC++ Directories" add then there.

Download source for exporter from sourceserver - unpack, open solution.
When you compile it places the plugin file into : "C:\projects\* "

It's a bit hard to work with - right now I'm having trouble because of the way the "browse file" and GUI is set up,
it opens the save file dialog all the time when you call it, and I cannot override it to make it display the "openfileDialog" from the sdk..

But I'll figure it out I guess :)
User avatar
hedphelym
Developer
 
Posts: 792
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Next

Return to LuxMax (Autodesk 3Ds Max Exporter)

Who is online

Users browsing this forum: No registered users and 1 guest