## feature requests

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

Moderators: Ratow, hedphelym, coordinators

### Re: feature requests

Also added the environment map rotation fix.

more to come.

Hi,

I can't find the rotation fix for the environment map. also the new sky parameters

but dispersion work well for glass2.. also the new velvet material
the dispersion value work well it's fast.

lampspectrum texture not tried yet

I look in to the lxs file.... but I can't find a value for the dispersion! is it a fixed value?

thank you again

patro

Posts: 1798
Joined: Fri Feb 29, 2008 9:06 pm
Location: mount Etna

### Re: feature requests

the dispersion is just a bool. on or off. There's no value.

hedphelym

Posts: 793
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Location: Kristiansand Norway

### Re: feature requests

a small fast test
velvet and lampspectrum... nice... they seams to work perfectly

patro

Posts: 1798
Joined: Fri Feb 29, 2008 9:06 pm
Location: mount Etna

### Re: feature requests

A big breakthrough today.. (for me at least, lol).

I've wanted the LR Mix material to work for some time,
so I've created a GUI for the material, and been thinking about how to implement it.

and then the mix amount.

When you add materials like this INTO a "mix" shader, it automatically becomes a submaterial.
The current code did not allow you to check for parameters inside a sub material,
only in the "top" material.

So I've been testing since last release of luxmax, and today I found a way to do this
without rewriting the whole material system.

Here's my output from my test:
#setting up mix material
#m->GetSubMtlTVName: Material 1: Material #8 ( LR Metal )
"#Metal type in submaterial is: " ["gold"]

As you can see I've grabbed the metal type from the "submaterial" metal shader.
This did not work before. But now I can pass the parameters freely.

screenshots:

Submaterial #1:

This means that the mix shader is one gigantic step closer.

hedphelym

Posts: 793
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

### Re: feature requests

so.. works it?
I understand that it works now!
how does the mix work... shaders, amount, mixing curve?

patro

Posts: 1798
Joined: Fri Feb 29, 2008 9:06 pm
Location: mount Etna

### Re: feature requests

It's not complete yet, but my theory on how it can be implemented works.

It will support both texture map as "mix" and spinner with value. (all features that mix material should support).
:

It now detects and creates metal material if it's in a "LR Mix" material.
This is the most complex thing I've coded for a long while,
but I found a great way of doing this without destroying any of the previous material code.

And It works with any type of material already supported by luxrender.

I will post as soon as I've got a working version \ test render.
I hope to continue tomorrow.

tested with one gold, and one copper material in one of each slot:

it outputs as this:

"string name" ["gold"]
"float vroughness" [0.001000]
"float uroughness" [0.001000]

Material "metal"
"string name" ["copper"]
"float vroughness" [0.001000]
"float uroughness" [0.001000]

then all that's needed is to make them "named materials", then create the mix with value, and render!

hedphelym

Posts: 793
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

### Re: feature requests

mix material is now working for "Metal" material.

I started with this one, then move on coding the rest of them too,
but keep in mind it takes some time.

Here's and example:

material in slot 1 is aluminium;

material in slot 2 is Gold:

the mix amount is (at this time) specified by a separate spinner:
mat_amount.jpg (6.51 KiB) Viewed 179 times

hedphelym

Posts: 793
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

### Re: feature requests

hi,
good that it's works.

if you get the mix amount and mix curve to work... you could also try to use the same knowledge about, to support the max mix shader!

patro

Posts: 1798
Joined: Fri Feb 29, 2008 9:06 pm
Location: mount Etna

### Re: feature requests

Blend shader is the one I'm using for making Lux MIX material.

Lux Mix material supports the following:
Code: Select all
mix::amount    float texture     The value or texture to mix by     0.5

so this means; either a texture (LR imagemap) or "float" value which is made by spinner.

So using mixing curve is not something that's needed,
mixing curve outputs transitionzone - upper and lower limits (2 floats).

only thing we need is texture or spinner.

hedphelym

Posts: 793
Joined: Mon Aug 18, 2008 7:37 am
Location: Kristiansand Norway

### Re: feature requests

I didn't meant the mix shader as material.... but the mix shaders as map.
the mix map is very similar to the one used to mix 2 materials inside a blend material.... also used from you for the new Lr Mix Blend.

so... I think that if you are able to support the mix function (mix amount mix curve), of the new "lr mix blend" material...
the same knowledge could be used to support the 3ds max "mix map".
obviously the sub slot of the "mix map" are to be used with lrmap, lrcostant, lrblackbody and so on.

Luxblend-> LuxRender support the "mix map"

patro

Posts: 1798
Joined: Fri Feb 29, 2008 9:06 pm
Location: mount Etna

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