Max exporter

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

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Re: Max exporter

Postby Radiance » Wed Jul 22, 2009 2:11 am

klemar wrote:First clayrender test of upcoming plugin:
01default.png


Time: 03h 00min, AthlonX2 3800+ 2 Gb RAM, Preset: interior from luxblend

little comparison, maybe I use wrong Lux settings:

Comparison.jpg


yeah, that's raw path tracing, i don't think the max plugin is correctly configured yet,
perpixel, maybe you can adopt the cnfiguration presets and the default MLT/bidir from the luxblend presets ?
you'll find the parameters in the top section of the luxblend py file

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Re: Max exporter

Postby patro » Wed Jul 22, 2009 2:52 am

hi klemar,
in your: First clayrender test of up..........................,
probably you have to flip some faces(in black).
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Re: Max exporter

Postby PerPixel » Wed Jul 22, 2009 4:12 am

I will be adding presets this week. I don't have time to plug everything in the UI yet so I'll just hardcode them with a dropdown list.

I have a bit of trouble setting a task list and priorities right now. Still soooo much to do. If anyone has suggestion on a road map to get most used feature that people actually really need let me know.
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Re: Max exporter

Postby Radiance » Wed Jul 22, 2009 5:13 am

PerPixel wrote:I will be adding presets this week. I don't have time to plug everything in the UI yet so I'll just hardcode them with a dropdown list.

I have a bit of trouble setting a task list and priorities right now. Still soooo much to do. If anyone has suggestion on a road map to get most used feature that people actually really need let me know.


i think to get the basics working:

lights:

'arealight'
'sunsky' (with portals)

materials:

'matte'
'glossy'
'glass'
'roughglass'
'mattetranslucent'
'roughglass'

samplers:

'metropolis' (default)
'lowdiscrepancy'

integrators:

'bidirectional' (default)
'path'

accelerators:

'kdtree' (default)

pixelfilters:

'mitchell' (default)
'gaussian'

textures:

'blackbody' (default for lights)
'constant' (eg RGB color, default for textures)
'imagemap'

that should give you a reasonable/useable start, from there on, just keep adding all the others :)
if you synchronize the naming/layout and visual concept of luxblend, it will be easiest for us to support it.
then just reuse/copy all the render presets with the recommended preset as default (mlt/bidir)

Good luck!,
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Re: Max exporter

Postby PerPixel » Wed Jul 22, 2009 5:33 am

Look like in on a good track. I'll see if I can get the sunsky and portals in real quick. It was at the bottom on my list :)

Materials and textures are quite easy to had now. If anyone is interested to work on that, its all done in maxscript and you just have to start from one of my template material / texture.
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Re: Max exporter

Postby Radiance » Wed Jul 22, 2009 6:03 am

can you also think of a name or working name for your exporter ?
it makes administrative stuff for forums, downloads, repos etc easier :)

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Re: Max exporter

Postby PerPixel » Wed Jul 22, 2009 6:07 am

LuxMax I guess if no objections
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Re: Max exporter

Postby Radiance » Wed Jul 22, 2009 7:03 am

sounds good to me! :)

i'll update the forum name.

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Re: Max exporter

Postby Asylum » Thu Jul 30, 2009 11:07 am

Hello all.

My name is David and am currently really interested in Lux. This may be a solution for a current Indie game cg trailer that is currently in production. We have had a major issue finding a renderer that is free and can be used in a render farm with unlimited nodes.
The trailer is still in early production, but if we can get this to work, Lux will defiantly be credited in the credits.

Being the Modeling Director of the Indie game I spend a lot of time doing research and this seems to be a good fit.

Oh if any of you are interested the game is Aero Empire. We are hoping to release the trailer in the coming months and I am hoping Lux is a part of that. The game will be free upon release just like Lux.

To the individuals who are working on the Max plug-in.. THANK-YOU! We use max natively for the game and this was great news for us.

Anyway once I start getting familiar with Lux and the plug- in I promise I will give you tons of feed back.

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Re: Max exporter

Postby PerPixel » Thu Jul 30, 2009 6:28 pm

Thank you for the support. Good luck with your game. Its very hard to complete game but so fun too. I'm doing that myself in other spare time heh. :)
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