feature requests

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

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Re: feature requests

Postby hedphelym » Wed Oct 20, 2010 4:05 am

Ok, now I understand.
there's a "mix texture" and a "mix shader".

And yes, same technique can be used to make the "mix texture".
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Re: feature requests

Postby swathi » Sat Oct 23, 2010 2:06 am

Please please let us render from inside 3dsmax(integration)
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Re: feature requests

Postby hedphelym » Wed Oct 27, 2010 1:31 pm

swathi wrote:Please please let us render from inside 3dsmax(integration)


we are working on this, been discussing this with LordCrc on IRC channel.
I'll let you all know as soon as this is working.

A quick note:
Added "portal" material.
you apply to mesh you want to use as portal.
http://www.luxrender.net/wiki/index.php?title=Portals

I've added a little "GPU" checkbox in camera, that enables GPU rendering \ Hybrid rendering in latest luxrender builds.

It adds this to your scene:

Code: Select all
Renderer "hybrid"
SurfaceIntegrator "path"
"integer maxdepth" [10]
"bool includeenvironment" ["true"]
"string lightstrategy" ["one"]
"string rrstrategy" ["efficiency"]


I also found something while testing today,
it output "NAN" on some meshes, this made exporter stop.
This might explain why exporter locks up some times.
What I then did was to apply a "Xform" modifier to all meshes, then collapsing them to editable mes\poly and re-export.
worked fine after that.

I'll try and debug some more, and see if I can prevent it from locking up.
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Re: feature requests

Postby hedphelym » Fri Oct 29, 2010 10:31 am

Adding all surface integrator options to the camera now, they where missing.

Also wrote a quick guide on how to compile from source:
http://www.luxrender.net/forum/viewtopic.php?f=33&t=4790


and here's the first "mix" shader extport that uses texturemap for blending.

mixing copper and aluminium with a bitmap.. :)
mix_mat_texturemap.jpg
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Re: feature requests

Postby patro » Tue Nov 02, 2010 2:02 pm

:)
next exporter update?
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Re: feature requests

Postby hedphelym » Tue Nov 02, 2010 2:09 pm

as soon as these features is finished..
I have no exact time, because I spend my free time on this..
All I can say is that I'm working on it as fast as I can.
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Re: feature requests

Postby patro » Tue Nov 02, 2010 2:59 pm

I missed all the news about the exporter... I was away in Rome for a long weekend.

but before to had start the trip I tried a mapping test... well from my tests.. displacement seams to be broken... and luxrender checker map also.
probably you just know about.
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Re: feature requests

Postby hedphelym » Sun Nov 07, 2010 3:54 am

the plugin is very instable in it's "export mesh" functions, it crashes max often.
So now I'm looking into making this part of it in maxscript instead.
That would make it stable.

I have most of it already done, but it needs testing, and also needs to be tied into the plugin somehow.

here's the first image rendered with geometry exported from maxscript:

mascript_geometry_test.jpg
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Re: feature requests

Postby patro » Sun Nov 07, 2010 6:19 am

Hi Stig,

as user I agree with you, since there are a lot of exporting geometry errors.....
yesterday I was trying to render a watch... and I noticed a lot of normals errors on the wrist (black patch).... so a new export method to fix the existing one is from my point of view welcome.

a maxscript geometry export function will slow down the exporting process :?:

last week, I downloaded a scene done by Neo.... fisheye camera..... and after exporting from blender and launching the render.... I noticed in the Lux Log the same error we max user got mostly:
[2010-11-07 12:14:46 Error: 43] Number of "N"s for mesh must match "P"s
[2010-11-07 12:15:41 Warning: 43] Inconsistent shading normals

so we are not alone with this errors.
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Re: feature requests

Postby hedphelym » Sun Nov 07, 2010 12:12 pm

a maxscript geometry export function will slow down the exporting process :?:

Well, it will be a little bit slower, but if you ask me it's more then fast enought,
I create all our inhouse tools in maxscript (thousands of line of code), and we use them on scenes with thousands of objects every day.

I've worked on some materials today, just to get a feel on how to script it.
I can keep all existing materials that we use, and lights \ camera's etc.

Here is a example of matte material (through 'new' exporter):
second_Test_maxscript.jpg


When I've got more time I'll add all the UI for exporting, and start to write the code
for exporting the camera parameters.
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