feature requests

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

Moderators: Ratow, hedphelym, coordinators

Re: feature requests

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".

hedphelym

Posts: 792
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: feature requests

swathi

Posts: 9
Joined: Tue Feb 02, 2010 12:21 am

Re: feature requests

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:
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.

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.

hedphelym

Posts: 792
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: feature requests

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..

hedphelym

Posts: 792
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: feature requests

next exporter update?

patro

Posts: 1798
Joined: Fri Feb 29, 2008 9:06 pm
Location: mount Etna

Re: feature requests

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.

hedphelym

Posts: 792
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: feature requests

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.

patro

Posts: 1798
Joined: Fri Feb 29, 2008 9:06 pm
Location: mount Etna

Re: feature requests

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:

hedphelym

Posts: 792
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: feature requests

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.

patro

Posts: 1798
Joined: Fri Feb 29, 2008 9:06 pm
Location: mount Etna

Re: feature requests

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):

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.

hedphelym

Posts: 792
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

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