feature requests

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

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Re: feature requests

Postby tomb » Tue Apr 06, 2010 4:28 am

hedphelym wrote:Latest version is here:
LuxMax2010x32.zip


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


Excellent :) Perhaps it's time for mercurial access so you can commit your work in a more structured manner? If you want to, I can ask Jeanphi or doug to grant commit rights to the luxmax repository on src.luxrender.net.

@losbellos: great work on the SLG exporter too :) when it's ready, perhaps a seperate repo for it as well would be an idea?
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Re: feature requests

Postby hedphelym » Tue Apr 06, 2010 4:40 am

Access to repo would help.

And also a separate dir for the other exporter would be nice.
I think it's very important to share the knowledge.
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Re: feature requests

Postby hedphelym » Tue Apr 06, 2010 3:43 pm

I've got access to repo now.
I'll upload code tomorrow after work.

Here's a new version of plugin - it now checks if there's a map or not, and does not hang if there is no map
(previous seems to do that, sorry about that).

LuxMax2010x32.rar
(26.67 KiB) Downloaded 27 times


From now on I'll test much more before putting out new versions..

And feedback is always appreciated.

thanks.
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Re: feature requests

Postby losbellos » Wed Apr 07, 2010 5:43 am

Definitely, but first I have to finsish it. Well Time time time :-)
I want to use this for a serious project and find all the bugs and necessary features and then include it.

hedphelym I dont know I could ask you to create a 64 bit compile of slg. Can I?
I would be a great help to find out the misery about the png that doesn't show up properly with alpha channels, not even with the sample files...

Well, now it is almost certain that the windows xp 64 bit is the problem. So I will need a 64 bit compile.
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Re: feature requests

Postby hedphelym » Wed Apr 07, 2010 8:33 am

Sure, just send me the info I need (where to find it and such).
And I'll help you.
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Re: feature requests

Postby losbellos » Wed Apr 07, 2010 9:00 am

The source code is aviable in here:

http://src.luxrender.net/

and the luxrays is the slg directory basically. There is all neccessary files. Thanks a lot!
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Re: feature requests

Postby patro » Thu Apr 08, 2010 4:23 am

Ciao everyone,
I have just returned from Easter holidays ..... :D after eating "fiorentina" steaks in Toscana
and see that there are incredible big news .... :o
hedphelym thank you for the environment map option.... I will try it as soon as possible. ;)
thanks you .... losbellos ;)
is the new luxmax2010-32compatible with Max / Design 2011?
thanks again
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Re: feature requests

Postby hedphelym » Thu Apr 08, 2010 4:35 am

3dsmax 2010 plugins should be compatible with 3dsmax 2011 - (it says so on their site).

it says so here too:
http://area.autodesk.com/blogs/shane/3ds_max_2011_first_articles
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Re: feature requests

Postby losbellos » Thu Apr 08, 2010 7:38 am

something must slows the geometry exporter down, because it feel like it is written in maxscrtip? Is the geom export in c?
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Re: feature requests

Postby hedphelym » Thu Apr 08, 2010 7:58 am

the exporter is in c++.
I've been testing it under different conditions,
1 large mesh = very slow.
break ut up = very fast.

I've got a script for braking meshes into elements, that speeds up the export dramatically.
I do not know why it is so slow on large single meshes yet..
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