LuxMaxscript exporter release thread / since 21.nov 2010

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

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LuxMaxscript exporter release thread / since 21.nov 2010

Postby hedphelym » Sun Nov 21, 2010 5:00 am

Hi,
Here I'll release the maxscript version of the exporter.

This thread is locked, and there will be a separate "Bug and feature request" thread for the maxscript version.

use this thread to post bugs \ features.
http://www.luxrender.net/forum/viewtopic.php?f=33&t=4927

This is how you install the scripts:

http://www.luxrender.net/forum/viewtopic.php?f=33&t=4926&start=10#p55662

Grab the zip file, unpack.

copy the following files to you "Scripts\startup" folder:
LuxMaxCamera.ms
LuxrenderMaterials.ms
LuxrenderTextureMaps.ms
LuxSky.ms
LuxSun.ms

copy this file to your "scripts" root dir:
LuxmaxScript.ms

Open 3dsmax,
click "maxscript" at the top of your 3dsmax window, select "run script".
browse to "luxmaxScript.ms"

It will then install it as a macro.

you can find it in here:
luxmaxscript_install.jpg


place it on a toolbar, or "quad menu" etc.
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Re: LuxMaxscript exporter release thread / since 21.nov 2010

Postby hedphelym » Sun Nov 21, 2010 5:20 am

Here's the first release:

changes:
Coded from scratch, completely new exporter, written in maxscript.
Not all camera features is done yet, but it should be almost as complete as latest c++ plugin.

You should not need to change your scene if you've already created it with the latest c++ version.
But not all features might export as expected.
So please start by testing with simple scenes.

Please report back any errors, write down error message, and what you did,
if you can replicate it, then please post scene too.

you can download the first version of the exporter here:

LuxmaxScript_21.11.2010.zip
(28.32 KiB) Downloaded 371 times


Please note that It's not been optimized much yet, I've coded it so that it works, focused more on features \ stability then speed.
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Re: LuxMaxscript exporter release thread / since 21.nov 2010

Postby hedphelym » Sun Nov 21, 2010 11:25 am

new bugfix release.

Fixed some variables that did not get initialized properly.

Please report back if there is problems loading the material scripts, one user has reported such a problem, but I cannot replicate it here.

LuxmaxScript_21.11.2010_bugfix.zip
(28.37 KiB) Downloaded 134 times
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Re: LuxMaxscript exporter release thread / since 21.nov 2010

Postby hedphelym » Mon Nov 22, 2010 11:51 am

New updated version.

Various changes was done in this one,
some variables was not initialized when people started the script this caused errors that I did not fetch here.

Please report back any new errors that might be there.

Also: Patro created custom Icon and Installer. (Big thanks patro!).
unpack zip file to any location, then Just drag the mzp file to your viewport to install,
and then follow instructions in first post here.

Grab latest version here:
LuxmaxScript_22.11.2010.zip
(30.16 KiB) Downloaded 150 times
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Re: LuxMaxscript exporter release thread / since 21.nov 2010

Postby hedphelym » Tue Nov 30, 2010 3:16 pm

NOTE!:
if you get problems, then please post the lines in your LXS file that is before your geometry.
this helps a lot when debugging these errors.
Also try and create a new camera and open it's "properties" before you post.
(99% of errors happen because you render with old camera that has less variables).

Overwrite any previous version with this new release.
After you've done this you need to run the macro once (this is because there's a change in the macro).
go to Maxscript->Run script-> open "Luxmax_macro.ms".
If you defined the hotkey \ menu earlier then it still works.
if you need to configure it, then please look in first post.

Changes \ fixes:
* Added bumpmap to glossy and matte material.
* quick fix for FOV problem (difference between 3dsmax viewport and luxreder).
* changed the "Launch after export" feature (hopefully it works in all systems now).
* Added "sequence" export for animations. It asks for a folder, then places LXS files there with predefined filenames.
* fixed the "no lights exporter" bug when you reopened 3dsmax after script install.
* Created new macro that launches script file, instead of having script in the macro itself.

Download here:
Luxmax_30.11.2010.zip
(29.08 KiB) Downloaded 107 times
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Re: LuxMaxscript exporter release thread / since 21.nov 2010

Postby hedphelym » Sat Dec 04, 2010 5:25 pm

New featues \ fixes:
*some texture maps where not exported correctly in som shaders, this has been adressed and fixed.
*Please note that some features is not complete yet. please report any errors in forum.
*fixed some errors that it gave when exporting lights.
*fixed uvw map being flipped in x direction.

moved the "GPU" option into the camera "integrator" dropdown list, select it to render with GPU.

unpack to the root of your 3dsmax folder, overwrite previous files.
Luxmax_05.12.2010.zip
(33.56 KiB) Downloaded 95 times


Big thanks to Patro, moure and vitruvius for the help on debugging \ testing.
Also big thanks to Perpixel for letting me continue the name "Luxmax" for the help with the previous exporter.
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Re: LuxMaxscript exporter release thread / since 21.nov 2010

Postby hedphelym » Thu Dec 09, 2010 11:35 am

Fixed FOV issues.
Disabled the "resolution" option in the exporter, you now set it in the render menu (F-10).
By doing it this way you get correct "perspective" when using safeframes in camera etc.
and fixed various other small things.

Releasing this version now so that I can re-do the material functions so that I can prepare for mix materials, and textures.

LuxmaxScript_09.12.2010.zip
(28.97 KiB) Downloaded 84 times
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Re: LuxMaxscript exporter release thread / since 21.nov 2010

Postby hedphelym » Sun Dec 12, 2010 6:06 am

New features and fixed:
* Compiled for 3dsmax 2010 2011 x32 x64 only, support for older will come soon.
* Perpixel added Binary PLY support
* Geometry export function is now c++, very fast.
* Exports each object to separate ply file.
* Fixed error in script where the file is kept open by 3dsmax, it now closes properly.
* fov scale is fixed.
* old script export is still there, but not working too well (errors with some normals).
* export sequence is removed until it's updated with latest functions.
* reworked lot's of shader script - still not fully complete

Luxmax_12.12.2010.zip
(51.56 KiB) Downloaded 139 times


supported textures:
Lr bitmap
lr blackbody
LampSpectrum

shaders:
Matte
Metal
Glass

Glossy
lr light
MatteTrans
Mirror
roughglass
velvet




Please report back problems.

Install info:
Place scripts where they should be (maxdir\script \ startup etc.).
Place the plugin into plugin dir (x32 or x64).
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Re: LuxMaxscript exporter release thread / since 21.nov 2010

Postby hedphelym » Tue Dec 14, 2010 2:05 pm

Made PLY export optional, default is now "Ascii" (through c++ plugin, so it's really fast).
use checkbox for ply export.

Please note that the x32 plugin has not been tested by me, so please give feedback on this if you run it on x32.

Luxmax_14.12.2010.zip
(52.47 KiB) Downloaded 224 times
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Re: LuxMaxscript exporter release thread / since 21.nov 2010

Postby hedphelym » Sun Jan 09, 2011 4:16 am

Time for the first release in 2011!

This release fixes various reported things, including:
* bumpmap scale issues.
* texture flipping with PLY export.

Due to some issues with the new plugin, I'm only capable of compiling it for max 2011\2010 x32 and x64.

the "use old script export" option will mostly fail, so now you know.

Luxmax_09.01.2011.zip
(51.83 KiB) Downloaded 410 times
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