LuxMax + SLG (after April 2011) (We want feedback)

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

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Re: LuxMax + SLG (after April 2011) (We want feedback)

Postby moure » Mon Jul 18, 2011 6:42 am

A quick update of the last month changes.

Added all new render options for path bidirectional and hybrid, as long as normal map support.
To use these ^ please download the latest 0.9 development build posted here http://www.luxrender.net/forum/viewtopic.php?f=30&t=6636#p68019

And also latest LuxMax from the repository in the gplourde folder ;)
Attachments
Preview_normalmap.JPG
Normal Map result preview in the material editor
Imagemap_normal_checkbox.JPG
Check it when you load a normal map in the bump slot
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Re: LuxMax + SLG (after April 2011) (We want feedback)

Postby vertigo262 » Mon Jul 18, 2011 1:21 pm

Think this might be a glitch.

I changed the camera Lens to wide angle.

the viewport doesn't seem to match the render output

attached is the max file

Camera.jpg
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FOV test.zip
(2.01 MiB) Downloaded 59 times
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Re: LuxMax + SLG (after April 2011) (We want feedback)

Postby moure » Mon Jul 18, 2011 2:09 pm

vertigo262 indeed, thats a known bug,
and the "stranger" the settings you choose the stranger the results,
Ill try to give it a look though we had issues for this even with the previous version of the exporter.

Its really annoying sometimes , ill c if i can do something about it ;)
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Re: LuxMax + SLG (after April 2011) (We want feedback)

Postby vertigo262 » Mon Jul 18, 2011 8:47 pm

appreciate it moure

another feature idea

would be nice to do like iray, or the other physical renderers and be able to tell it to render for a certain amount of time.

for example.

I want this frame to render for 1:30.
1 hour and 30 minutes.
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Re: LuxMax + SLG (after April 2011) (We want feedback)

Postby patro » Tue Jul 19, 2011 2:32 am

Vertigo... the feature is just available... you have to set them in the luxmax exporter rollout.
go to "film" setting and look for "Halt SPP" and "Halt Time" set the one you prefer.
iirc "Halt SPP" is related to a quality to reach while "Halt Time" is just a time amount.
i think that "Halt SPP" is better... iirc it deliver frame that has the same quality same noise amount!
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Re: LuxMax + SLG (after April 2011) (We want feedback)

Postby vertigo262 » Tue Jul 19, 2011 7:26 pm

Oh, that's great!

Your way ahead of me. thought I looked for it but was right in front of me.

that will come in handy
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Re: LuxMax + SLG (after April 2011) (We want feedback)

Postby moure » Wed Jul 20, 2011 5:17 am

Hi
Autodesk has made available hotfix2 for 3ds Max 2012 http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=17366836&linkID=9241178 . Hotfix 1 and SP 1 must be installed before applying this one.

It seems to me (i just quick tried it) that it fixes some random crashes when loading an LR material for the first time, i suggest that you install it and report if the material crashes have stopped :)
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Re: LuxMax + SLG (after April 2011) (We want feedback)

Postby vertigo262 » Wed Jul 20, 2011 11:56 am

Is there any way to control how much GPU is used?

for example, on one computer I'm using around 50% and another computer is using about 35%
but would think I should be using 90% - 100% GPU.

Is this a limitation of the renderer, or is there something I need to do to utilize the resources.

Any help appreciated
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Re: LuxMax + SLG (after April 2011) (We want feedback)

Postby patro » Wed Jul 20, 2011 12:05 pm

well... about this question the best way is just to try the different render setting... and see which one give you the higher gpu load.
also consider that some scene have a natural high or low gpu load.
play with the sampler & surface integrator setting... one min test for each different setting is just enough to set the right and highest gpu load for the scene.
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Re: LuxMax + SLG (after April 2011) (We want feedback)

Postby moure » Wed Jul 20, 2011 12:08 pm

vertigo262 gpu usage has to do much with the complexity of the scene, its not something standard or something you can predefine at the moment. From what ive read in the gpu section of the forum the more complex the scene is the higher your gpu usage will be (gpu is only used for raytracing so as more complex that is the more luxrender will use it), also it has to do with other stuff like your cpu, maybe your cpu creates a bottleneck and lowers the maximum theoretical performance of your gpu.

For more info i would ask about it in the gpu acceleration part of the forum :)

Btw thanks for your feedback, its nice to see a regular user around ;)
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