feature requests

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

Moderators: Ratow, hedphelym, coordinators

Re: feature requests

Postby hedphelym » Sat Apr 03, 2010 8:26 am

Well, I don't think it's backwards compatible - so If i make a plugin with the 3dsmax 2010 sdk - then you cannot use 2009 version of max with this plugin.
(This is where maxscript is very good, compatible as long as you do not use newer functions not in older release).

Of you need to get older SDK's also and compile with them too.

But I think having for max 2010 now, and then next step is to compile for 2011 version,
and then later on compile for both would be fine.

Maybe when development picks up speed we can have some user polls to see what versions of max everyone uses etc.
And how we should support it.

Do you have some kind of status for your scripts? what works now?
Do you need\want help with the maxscripts?
User avatar
hedphelym
Developer
 
Posts: 792
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: feature requests

Postby losbellos » Sat Apr 03, 2010 9:38 am

Well, everything works. I can easily create images with it. Check the posts in core dev/gpu. I posted some nice image like this..
Basically bug hunting and some simplification I do these days. Right now I unify the texture export. It will automatically render not PNG images into PNG file format into an other location, and it does with procedurals as well.

A little scary to have so many kind of sdk. I might just stick to maxscript even if it is slow. Geometry basically have to be exported only once. If one follows the general way of building the scene. Of course adding uvw maps, could change it.
Maybe in the future I add the option to replace individual objects, so that it would be able to maintain workable speeds at geometry export.


mattest.jpg
material test
losbellos
 
Posts: 783
Joined: Wed Jun 24, 2009 4:59 am

Re: feature requests

Postby losbellos » Sat Apr 03, 2010 9:48 am

Oh yes, there is some changes in max 2011 in maxscript too. Especially in the material part as far as I know. I am not very found of the node based material editors though.
losbellos
 
Posts: 783
Joined: Wed Jun 24, 2009 4:59 am

Re: feature requests

Postby hedphelym » Sat Apr 03, 2010 10:13 am

I understand your concern about the different SDK's ,
but if we set up the solution properly then this will be no problem.

Just make it compile with the versions of SDK's that you choose - then output the compiled plugin to different folders with correct name.
User avatar
hedphelym
Developer
 
Posts: 792
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: feature requests

Postby hedphelym » Sun Apr 04, 2010 12:26 pm

Just a quick update - I have the button issue sorted out now :)
So I'll continue on this tonight. I hope to get it done tonight.
If I don't post a updated plugin today - then it's not done yet.
User avatar
hedphelym
Developer
 
Posts: 792
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: feature requests

Postby losbellos » Sun Apr 04, 2010 3:47 pm

cool!

I have been busy too adding features to the exporter.
now it will convert the environment map into exr with the help of a small utility, hdr2exr.exe
losbellos
 
Posts: 783
Joined: Wed Jun 24, 2009 4:59 am

Re: feature requests

Postby hedphelym » Sun Apr 04, 2010 9:03 pm

Put a bitmap in the enviroment slot and export ;)
Replace your current plugin with this one. (keep backup please).

Please test and see if everything works fine.

I've attached a sample screenshot of my test render - and plugin.
luxmax_env_map.jpg



Download plugin here (32bit version - X64 will arrive tomorrow):
LuxMax2010.zip
3dsmax x32
(31.27 KiB) Downloaded 42 times


It's 4 in the morning, time for some sleep..
User avatar
hedphelym
Developer
 
Posts: 792
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: feature requests

Postby vertigo262 » Sun Apr 04, 2010 11:37 pm

hey, what about a camera with dof :)

don't get me started on features, lol. but dof would be nice.
vertigo262
 
Posts: 128
Joined: Tue Sep 01, 2009 9:12 pm

Re: feature requests

Postby hedphelym » Mon Apr 05, 2010 2:27 pm

Hi, I'll fix the DOF - might take a little time because I work every day too.
I have a plan on how to do it.
I'll post as soon as I have some more info\compiled plugin.



I get this error while compiling for x64 right now:
Code: Select all
Error   1   fatal error LNK1112: module machine type 'X86' conflicts with target machine type 'x64'   core.lib   Luxrender

So the x64 has to wait until resolved.
User avatar
hedphelym
Developer
 
Posts: 792
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

Re: feature requests

Postby hedphelym » Mon Apr 05, 2010 3:52 pm

Latest version is here:
LuxMax2010x32.zip
(31.11 KiB) Downloaded 117 times


There was a small bug in the previous one - when you select the output lxs file,
it opended a "max file" dialog when you closed it.

There's obviously many things to fix - check if there's a map there at all in the environment slot,
if it's set "to be used". And also detect how you want it applied (cross\sphere map etc)

I'll continue working on this plugin. And post as soon as it has new features or is improved..

I'm also checking out the DOF request.

List of things currently supported:

LuxCam & perspective
LightMaterial
MatteMaterial
GlossyMaterial
GlassMaterial
WireColorMaterial (Use object wirecolor as matte color value)
MetalMaterial
EnviromentMap
CarPaintMaterial

ScaleTexture
ConstantTexture
CheckerBoardTexture
ImageMapTexture

Direct light
omni light
Sun\Sky
User avatar
hedphelym
Developer
 
Posts: 792
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

PreviousNext

Return to LuxMax (Autodesk 3Ds Max Exporter)

Who is online

Users browsing this forum: No registered users and 0 guests